I was updating the wizard some years ago, much like slev, so that he can spend mind points and then keep the spells a little longer. Or have a bigger effect.
But that's just the wizard.
Seeing how much depth it adds to the game, I would like a similar thing for the others, too.
I have seen that str/dex thread over here, so I am not entirely alone with that idea.
This thread is for gathering some ideas about some kind of stamina or dexterity or endurance value, that the non-magicians can spend to achieve the one or the other small effect. It shall be rather limited so that the heroes think twice before using it, bit it should also refill slowly when not used at all.
I know that it is not very Heroquest-ish, but it would allow to develop a completely different dimension in the fighting characters. They could have the same body points, but the one has 2 to spend and access to heavy equipment, and the other has 4 to spend, but access to less heavy equipment only. In total they could be equals but with different play styles.
Many of you embody multi-attacks in their Heroquest. Up until now i always avoided it in my games and was generally also against it, because i feared what it could do to the quite fragile balance. A consumable new value could mitigate my fears for the balance: As you can do it only a limited number of times, the effect on the balance is not so crass.
Many of you know that i like multi-BP-Models, again for the balance. I prefer a lot to add some more BP over adding some defense dice. However, fights with many models that have many BP can get longer than one round, so the time is there to add multi-round skills.
Last, not least, this could be a trainable thing: As an expensive skill card or buyable amulet , additional of those points could be made available.
Also the skills itself can be skill cards: No Hero needs to know them in the beginning, for the soft take-off. Later in the game, when they learn those skills, they have the rule on a card so they need to memorize nothing.
Things you could do with this... i call it
in the absence of good words for the moment:Run
Add a die to your movement without losing your attack
action. Announce this before you roll for movement.
Cost 1
Recover
Cost: Your Action
Get back one spent
.Dodge
Spend 1
for each two defense dice you wantto use in dodging. Roll those dice. If a single shield
shows in the dice roll, you get no damage. Move your
model one field to the left, right or backward. If there
is no open space to move to, you cannot dodge.
Wriggle
Slip between two diagonal standing enemies. If you know
how to dodge, you can also dodge when there is no
free space adjacent.
Cost 1
Riposte
If you just defended an attack with one or more skulls and
you lost 0 BP
, pay 1
: You may add 2 white dice next time you attack this model. If your
opponent was making a series, it is stopped it with a
riposte.
one handed weapons only
Sally
If you just had a Riposte, pay 1
and double the number of skulls rolled in the next attack. If the target
is killed, move your model to the target's field.
one-handed weapons only
Feint
If you just attacked but rolled 0
, declare that this was a feint anyway. Pay 1
. Next time you attack this model, you may roll 2 attack dice more.
one handed weapons only
Cleave
If you just attacked a model and you killed it, you can
cleave: Pay 1
and attack another model that is adjacent to the killed model and in range.
Big Chop
Before rolling for attack, pay a number of
. For each
, add an attack die to your roll. For each die you add, you must roll one fewer defense die until it is
your turn again.
Two handed weapons only
Series
If you just made a Riposte followed by an attack or a
Series, you can pay 1
move on the space the target just occupied. If your target survived, move it
backward by one space. Then make another Series
attack.
If your target makes a riposte, the series stops: you cannot
continue to pay
for more attacks.one handed weapons only
Well... this thread is about ideas. Do you think it is a good idea? What would you do with such a value? What name would you give to it?
How many of those
would be appropriate - 3, 4? BP divided by 2? rounded down or up?Or a value independent from BP and MP, a real third skill?
What reload mechanism? A dedicated action like search, disarm: Rest - gain one
? Certain is, you need then an EWP deck to have a soft pressure on the Hero group not to rest eternally. I get it anybody who was updating his Heroquest was also adding the EWP deck, so this shouldn't be the problem.Certain is, the Heroes get better through this, but only a limited amount of time. When those
are spent, it will become more difficult again.














: Take the "Wriggle" skill card
Take the "Feint" skill card
Take the "Cleave" skill card












