Basically, I took heroquest and turned it into a full fledged role playing game.
The big difference:
I added some skills and activites, I added a lot of spells and some equipment.
I added Spirit Points to the Body and Mind points.
I use regular six-sided dice instead of the combat dice. The rolls are basically
equivalent, though. For a conversion, a 4 or 5 or 6 would equal rolling skulls.
For other skills, rolling a 1 or 2, or a 5 or 6, would equal rolling white shields.
The Body and Mind points are a bit different, but it would be easy enough to
use the HQ number of points for the regular base monsters and run any
Questing Heroes adventures. A little bit of tweaking might be needed to
ensure a proper game balance.
One of the greatest difference is instead of just 4 characters, I have five racial
characters to start with, and you use gold to train them to turn them into whatever
sort of character you want. This allows the GM (or Evil Wizard) to offer nice treasures
during adventures, if you wish, and then the players can spend it to create their characters.
One could have a fighting character who heals and turns undead...a paladin, basically.
One could have a thief character with some spells to help bypass tough traps.
One could have a spell caster who heals and turns undead at very high rates, effectively
making them an undead hunter.
I have a very short adventure that walks folks through how to play Questing Heroes. It is
free. Find it here, and check out my other stuff if you want...a lot of the supplements are
free or pay what you want.
http://www.drivethrurpg.com/product/194 ... reen-Woods