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Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 11:58 am
by Kitch1982
[This topic was moved from the Saturday Night DUNGEON! room on 5/3/16.]
Hello,

Firstly if this is covered somewhere else please feel free to link to those pages...

Ok so I held my first Hero Quest night just before Xmas and it was a massive success! Four of the 5 players (Including myself as evil wizard) used to play the game back in the day. I have now managed to amass all the additional box sets (Excluding the American additions), and with the help from this forum and ideas taken from playing the Play by post games I was able to update it slightly for the older players and introduce some new rules.

What I changed...

I purchased the 4 heroes from Advanced Hero quest and made cards for them using the resources from the website. These characters were the Warrior, High Elf, Sorcerer and TrollSlayer (Dwarf). All but one player chose to be new characters and it was fun trying out new characters. I also added a few house rules which were as follows...

Random Events
After every game turn Morcar (Evil Wizard Player) has the opportunity to roll a combat dice. Up on rolling a black shield Morcar triggers a random event. There are six random events that can happen and they will be decided by Morcar rolling his dice. The six random events are as follows:
1. Nothing happens
2. Morcar token – these can be used to re-roll combat dies (Monsters) or re-strict heroes from rolling a combat dice in attack against monsters.
3. Wandering Monster – another dice is rolled to see who is attacked – 1-4 will be a hero – 5-6 is no one and it just appears on the board of Morcars choice.
4. A door is opened (Morcar’s choice) and its rooms contents are set up.
5. A treasure is found (treasure card) 1-4 a hero 5-6 no one gets the treasure.
6. A trap is set off - 1-4 effects a hero – 5-6 a monster – roll a white shield if not defended lose a 1BP – both monsters and heroes defend on white shields.

I thought this new element was going to be a really fun addition, in reality i only managed to roll 3 black shields in 4 quests!!!

With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?

Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?

Any help or suggestions would be greatly appreciated!

Cheers!

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 12:35 pm
by Gold Bearer
Kitch1982 wrote:With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?
http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3284 Let me know how it goes if you use those.

Kitch1982 wrote:Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?
After three completed quests a hero becomes a champion and gets 500gp. You could upgrade them to veterans/masters/legends: viewtopic.php?f=203&t=2645

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 12:40 pm
by Kitch1982
Gold Bearer wrote:
Kitch1982 wrote:With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?
viewtopic.php?f=38&t=3284 Let me know how it goes if you use those.

Kitch1982 wrote:Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?
After three completed quests a hero becomes a champion and gets 500gp. You could upgrade them to veterans/masters/legends: viewtopic.php?f=203&t=2645


Thanks GB, will definitely look into the idea of veteran/legend etc...This might sound like a stupid question but what is a malee attack?

Also the first link isn't working?

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 2:09 pm
by Gold Bearer
Tis now.

Melee means a standard hand to hand attack, not ranged and not magic but includes diagonal attacks.

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 3:36 pm
by mitchiemasha
Did you buy the full AHQ or just the minis? If you bought the set you can use the Chaos Tokens for events instead of rolling the dice. Here's a link to some mods, a 2 page of my favourites.

https://drive.google.com/file/d/0BzUqoU ... sp=sharing

This is page 5 from the full write up, Chaos Tokens stolen from AHQ.

Image


The dragon strike dwarf has since been changed to berserker not updated in the link yet.

Chaos Special
The Chaos magic is strong in this Quest. The Sorcerers Warriors are protected by an enchanted Chaos Armour. While he lives any black shield a hero rolls in attack will negate a skull.

Similar to the undead mod Gold bearer and I discussed.

Undead Special
The curse on this tomb is strong. The Undead are easily reanimated and must be 'finished off'.

When reduced to 0BP, lay the monster down in its square. Downed monsters don't ‘block’ (LoS or movement) but movement can’t be ended on the same square. The EWP rolls 1CD for each downed monster before activating.

Skull = Reanimated, can’t move or attack this turn.
White Shield = Nothing happens.
Black Shield = Reanimated, can move and attack this turn.
Reanimated = Stand the monster up, it now has 1BP

To ‘finish off’ a downed monster, move onto its square and spend your attack action.

with Waaagh! for Orcs, Greenskins WIP!

Oh and 1 last must... even if you hate all other mods... Give Goblins Move Attack Move. It's the simplest and most effective mod for both sides. Chasing after the lil crettin after it gets a few sly digs in.

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 4:39 pm
by StratosVX
Some of Dewayne Agin's quests looked pretty hard. Some of those might be good for a 5th player.

Re: Suggestions - Ideas - Help!

PostPosted: February 18th, 2016, 5:00 pm
by lucasdp
I've found myself with a fifth hero several times. What I like to do is to use Anderas's questbook with four "levels."
viewtopic.php?f=149&t=3070

Correct me if I'm wrong, Anderas, but it more or less boils down like this:
Yellow level is for heroes with about 4 combat dice each (2 atk, 2 def)
Green is for heroes that have about 6 combat dice each (say, 4 atk, 2 def)
Red is for heroes with about 8 combat dice each (4 atk, 4 def)
Purple is for "super"heroes, if you find they start getting really powerful

Figure out which level you would be using with only four heroes, then bump it up one more level to accommodate the extra hero. It works out to be a pretty balanced game this way, in my experience.

Re: Suggestions - Ideas - Help!

PostPosted: February 19th, 2016, 11:15 am
by Kitch1982
mitchiemasha wrote:Did you buy the full AHQ or just the minis? If you bought the set you can use the Chaos Tokens for events instead of rolling the dice. Here's a link to some mods, a 2 page of my favourites.

https://drive.google.com/file/d/0BzUqoU ... sp=sharing

This is page 5 from the full write up, Chaos Tokens stolen from AHQ.

Image


The dragon strike dwarf has since been changed to berserker not updated in the link yet.

Chaos Special
The Chaos magic is strong in this Quest. The Sorcerers Warriors are protected by an enchanted Chaos Armour. While he lives any black shield a hero rolls in attack will negate a skull.

Similar to the undead mod Gold bearer and I discussed.

Undead Special
The curse on this tomb is strong. The Undead are easily reanimated and must be 'finished off'.

When reduced to 0BP, lay the monster down in its square. Downed monsters don't ‘block’ (LoS or movement) but movement can’t be ended on the same square. The EWP rolls 1CD for each downed monster before activating.

Skull = Reanimated, can’t move or attack this turn.
White Shield = Nothing happens.
Black Shield = Reanimated, can move and attack this turn.
Reanimated = Stand the monster up, it now has 1BP

To ‘finish off’ a downed monster, move onto its square and spend your attack action.

with Waaagh! for Orcs, Greenskins WIP!

Oh and 1 last must... even if you hate all other mods... Give Goblins Move Attack Move. It's the simplest and most effective mod for both sides. Chasing after the lil crettin after it gets a few sly digs in.


I've downloaded this! Will defo give this a look later. Like the idea of up grading the monsters abilities. Unfortunately i didn't buy the whole Advanced Heroquest, just the mini's.

Really like Andreas idea about making the quests harder using the colour system. Downloaded the quest book that he made, hopefully he'll do it for the add on quests.

Thanks to all who have replied so far...

Re: Suggestions - Ideas - Help!

PostPosted: February 22nd, 2016, 5:22 am
by Kitch1982
Hey all just wanted to say that Andreas updated quests along with the random events on a white sheild really did help level out the playing field. In the 2 quests we manged to get through (6hours) I was able to kill 3 heroes :twisted:

I also had the barbarian down to 2 BP at one point and the troll slayer who starts with 7 BP he was also down to 2BP by the end of the quest and wouldn't risk entering the last room (looking for Karlen) in fear that he would die! Haha...

The next night is already booked in the diary, so all in all a good night's questing...made them work for it...

Re: Suggestions - Ideas - Help!

PostPosted: May 2nd, 2016, 4:49 pm
by Daedalus
Kitch1982 wrote: With all that in mind, I have the same group of players coming back on Saturday night and an extra player! So 5 heroes vs evil wizard player. In the fear that they are going to over power the traditional monsters and quests, I was wondering if anyone had any creative add ons I can come up with, which will help me and make it more fun for everyone. I'm going to continue using the random event but instead have something happen on a white shield, which will make it more frequent at least. I also thought that I might bump up the BP's of the monsters? Anyone have any thoughts on this? And maybe give selected bad guys spells?

Lots of EU players have adopted the North American monster Body Points to up the difficulty. I'd say try it.

Kitch1982 wrote:
Also I don't want to overpower the heroes but I want to keep their interest. I fear that by the end of a couple of box sets they will have all the armour and weapons they need. Does anyone have any suggestions on how heroes could be rewarded (Other than gold) I seem to remember that heroes can become champions? What did this mean?

As Gold Bearer posted, EU rules award Champion status after completing three Quests successfully. The first edition awards 500 gold coins, but the more common second edition doesn't. The NA game confers champion status after successfully completing 14 Quests.

Champion status in the EU rules opens access to hiring Men-at-arms, but most won't do so until playing Wizards of Morcar. Similarly, the Alchemist's Shop becomes available in Keller's Keep and/or Return of the Witch Lord after already becoming a Champion.

After becoming a Champion in the NA game, potions from the Alchemist's Shop may be purchased and spell scrolls may be found and cast from KK and RotWL. Much later in the Barbarian Quest Pack, Mercenaries may be hired.