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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Bareheaded Warrior wrote:I don't have a Google ID, can someone make this available as a link (or Dropbox) please!
GimmeYerGold wrote:Downloaded! Thanks for putting this together Teldurn!
knightkrawler wrote:Downloaded. Will have a good long read at some point.
knightkrawler wrote:I read it, flying over the "cards" I'll freely admit, and I like your changes/modifications to the rules. I trust they are all playtested.
knightkrawler wrote:My qualms are merely with the layout. I would have made several documents instead of one humongous tome of almost 100 pages.
Rule "Granulations", almost all of which I like, would be one doc, the others being a card supplement, and a hero supplement.
The edited original rule texts would be in the rule doc, before the "granulations".
Other than that - it boils down to accessibility - I have no major complaints.
knightkrawler wrote:You should maybe clear up what a 5 square radius is for Vicinity. As I understand it you mean 5 squares as if moving with a figure, freely changing direction with each square, right? Then again, as you know, I have a linguistically-anal retentive angle on these things, so if my intuition given here serves me, why shouldn't it serve your players, too...
knightkrawler wrote:The lack of wandering monsters in treasure decks: doesn't this cause early advancement of the heroes, given that there IS advancement offered through skills and spells and some such, even though you instead can spawn monsters if none are on the board?
knightkrawler wrote:I am stealing some of your ideas, in modified ways. Here's where you made me think about my own rules and their state and where you inspired me to think things over:
Traps Behind Doors, Casting Spells and Mind Points (spending MP for keeping a spell), Equipment Damage, Advancement Skills (which I'll make purchaseable cards with fixed costs and availability to hero types).
I'll read through all "cards" at some point to have myself inspired and if I find problems there, I'll let you know.
Thanks for posting this. HQP is well thought through and coherent in intention and effect.
It's not too complicated, but complex enough for RPGers coming to the board, I'll wager.
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