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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.












Big Bene wrote:The healing spells are the most powerful ones of HeroQuest, but we are not talking about Heroquest here.


Goblin-King wrote:In WQ you roll a die each round to determine the amount of spell power you have available.
That's not bad. The wizard is powerful, but also unpredictable in power level.
Goblin-King wrote:And I just realize; a huge problem with reusable spells are the healing spells.
Big Bene wrote:The healing spells are the most powerful ones of HeroQuest, but we are not talking about Heroquest here. Every aspect of the "perfect" Dungeoncrawler we imagine here can be as close to or as far from HQ as we like.
Then again, even if the healing spells are still the most powerful, they just have to be also the most expensive.


Anderas wrote:Just move the boxes then you don't need to take out the cards and put it into another box.
Actually, that way i could become friends with the concept of cool down time. The stronger a spell is, the less often you may use it. I like it.
You may need a mechanism to prevent that the group is waiting rounds and rounds for the wizard to cool down. What do you do there?
I think the kick of the Barbarian is overpowered. Monsters shouldn't lose BP through kicking.


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