I have recently been looking for players on various Discord channels, as my group of players kinda disbanded in the last 6 months after 3 full campaigns.
We completed so many adventures and stayed together during a bit more than one full year.
Considering the importance of the Dungeon Crawler games into the world of medieval fantasty...considering that HeroQuest is an old game...considering that new players a kinda hard to find...
and also, considering that the entire setup of HeroQuest is a bit ''childish''....
I am now wondering if I should bring the D20 into HeroQuest in order to make the game more similar to DnD 5th Edition (FOR COMBAT PURPOSES ONLY!!).
Let me explain.
I would use 5 attributes (Strength, Dexterity, Agility, Vigor, and Mind). Each of these attributes could be augmented in a similar fashion to Advanced HeroQuest : train your hero with
gold, or kill enough monsters to gain a ''skill point'' and invest it into one of your stats.
GENERAL RULES RE-SHAPED
The d20 would imply that we would roll it for Accuracy, Evasion, Mental Control, Magic Control, CounterAttack, Tests of Constitution, Tests of Agility and so on.
The Hit Points count would easily be 8 for a Wizard or a Witch, it would be 10 for a Cleric, it would be 12 for Thief or Rogue and Ranger, and 13 for a Fighter, and around 15 for a Barbarian.
The damage would also use d6, d8, d10, d12 and also bonuses from magical enchantments. ( +1, +2, +3 ) (or penalties -1, -2, -3)
The HP of all heroes would NEVER increase, no matter what, except when somebody discovers a ring or amulet, or special item.
The damage for spells could be as follows : low level Fire spell (Fire of Wrath) = 1d6, and higher level Fire spell (Ball of Flame) = 2d6, super strong level Fire spell + Area of effect (Firestorm) = 3d6 damage
The healing spells could now be transformed as follows : Partial healing recovers + 4 HP to your life, Healing Aura would heal 3 HP to all heroes, and stronger healing would heal + 7 HP to your health.
A Chain Lightning spell could do 1d6 damage to all enemies present in the same room in line of sight.
THINGS THAT BECOME POSSIBLE WITH THIS SETTING :
- So now, with this medium numbers available for HP (Body points that go up to 15), elemental resistances become truly relevant.
- Now a flail could do an automatic + 3 damage to skeletons, zombies, and mummies on a successful hit.
- Now, a poison dagger can do an automatic +3 damage to all living creatures.
- A magical shield could protect you against Fire spells and cut down the damage by half + gain additional defense against projectiles since this is a shield.
- Every 2 points of Agility, your movement grows by 1 square and you could increase your AC by 1 for both melee and projectiles.
- A stone golem could negate 3 points of damage for any attack made with other weapons than a blunt weapon.
- An archer can start losing accuracy and damage if the arrow he shoots is more than 12 squares away.
- An enemy with a harder skin could take -2 damage from any type of weapons.
These are all examples of things that become possible when I reshape the stats and damage scalability. My goal is not to make heroes like big bags of hit points, but rather provide a new type of experience
within the world of HeroQuest Dungeon Crawling adventures.
Tell me what you think. Do I go too far ? Is it necessary ? Or would you say ''Man, whatever floats your boat''.
Please comment below. Thank you very much.












