Davane wrote:iKarith wrote:I'm not very good at keeping threads on track.

But yes, we have one for that purpose and it's sitting in my "unread" thread pile because I want to actually take some time with it when I get to it. The problem is, when I do I'm going to be so far behind you'd have probably made all the decisions you're going to make. I should just dive in, probably.
Please, feel free to dive right in. We're already on page 10 of the HQ CERB thread, and I'm just finishing up the GS Treasure Cards and Artefact cards. To be fair, the main reason I wouldn't mind comments is to see if there's anything I have missed out. I'm fairly certain my decisions are solid given how thorough I have been, and the ultimate aims for the HQ CERB, which is for it to be integrated with an inevitable AHQ and WHQ CERB to become the ultimate game.
That was the other reason I haven't been rushing to it, to be honest. When you suggested it, several folks came up and said they'd kinda like the non-branded open-licensed rule set, but it kinda seemed like you already knew what you wanted to do and made up your mind what the outcome was going to look like. In some ways that's a good thing because those wanting the open, non-branded open-source thing kinda said we wanted that and then kinda let it hang for a bit there. At least in my case it was because I didn't know what the thing I was thinking about would look like just yet, except that what I was kind of imagining would not work.
I was kind of imagining a set of rules divided into sections—characters, movement, combat, etc, in two-column format like my old 2E D&D books had, but shorter, with like colored page borders so it was fast to turn to the rules for whatever, and put into a loose leaf binder so it was easy to add to. It'd come to a place where it would describe something you need rules for and just have them where NA/EU agreed or, where they didn't, an Option 1/Option 2 box to let the EW choose the rule they wished to use. Y'know, again kinda like my old D&D books had back in the day.
And there'd be a conspicuous place between the rules for a particular thing to slot in a template with other optional rules about that thing and we'd make up a nice template that had the same page border, and each option would indicate what things beyond a single copy of the Game System.
That … isn't going to work. First, if you were going to put the rules for HQ into a binder, it'd need to be one of those mini-binders I used in college. There's not enough HQ rules to put into a standard 3 ring binder for 8.5x11 Freedom Units paper or 3 (4?) ring for A4 for … the rest of the world who has sense enough to use the same thing.

Unless you were printing it at iKarith font sizes of course, which … I mean, I might do that. But the whole idea of what that looks like was wrong, I concluded, since ultimately that would just be HQ rules and Hasbro owns those. We can't just take their name off it and claim it's open source now, free to be used in commercial products or not, no strings attached. That's literally the opposite of how things work!
I since concluded that the generic open source rules would have to be that: Generic. Rather than supplying two options corresponding to NA or EU rules, you'd leave the specifics to someone else to fill in with whatever specifics they want. The result is too generic to be called complete, but it's also too generic for Hasbro to say it's "from" their game even though I do spend a LOT of time here at the Inn where we discuss their game primarily, in what for some must seem like painfully exact detail.

But for incomplete, it should be easy enough to fill in the missing bits and you have exactly the HQ rules. Or something very different, you choose.

Davane wrote:I suppose you could, but in most cases, the "wall of text" rules are just the references on the table. For example, the Hazards section is basically the tables and rules for the various types of Hazard room you can generate. It's worth noting that it's generally worth creating your own cheatsheet anyway - the rules for Furniture, for example, only apply if you combine the Furniture from HeroQuest, else it's really just a Hazard.
Yeah, AHQ is really meant to be played with HQ from what I can tell, so that's fine. And I have to make custom cheatsheets anyway as I need to be able to read them.
Davane wrote:iKarith wrote:I don't know what other minis I would need for WHQ but I suspect that in the end it's not much more than I would need to fill out the other HQ expansions I haven't got.
WHQ came with four Warriors (Barbarian, Dwarf, Elf, Wizard). For the monsters, you had 3 Minotaurs (3rd edition Talisman, integrated bases), 6 Orc Warriors, 6 Orc Archers, 6 Goblin Spearmen, 6 Goblin Archers, 12 Snotlings (individual, integrated bases), 12 Rats (individual, integrated bases), 12 Bats (individual, integrated flying bases, and so terribly fragile), and 12 Giant Spiders (individual, no bases). That covered all the Encounter cards in the base game.
The expansions were a little more lacking - they gave you Encounter cards, but for all except the signature villains, you were expected to provide your own miniatures anyway. It wasn't so bad with Lair of the Orc Lord, as the base game was fairly Orcy enough that aside from some more specialist Orc and Goblin encounters, you essentially had all the minis, but for Catacombs of Terror it was disastrous, since unless you had an Undead army, you didn't actually have the basic Undead models needed to create an Undead dungeon...
So I'd need some Minotaurs, rats? not skaven?, orc archers, snotlings, spiders, and bats… My goblins are HQ, so they're not spearmen, but unless expansions called for other goblins, HQ's minis will work in a pinch. And with 4x the GS white sprues I probably have enough undead. The stuff I'd need are the sort that Reaper tends to sell in multipacks anyway, so that helps.
cornixt wrote:5e only uses it for the Sorcerer Wild Magic results (rolling a 1 for casting a spell if you are that subclass), and it's really only a for 50 equally likely results, so it rarely comes up even if you have that character in your group. Even in AD&D most of the % rolls were for tables in increments of no more than 5%, which is effectively the same as rolling a D20 anyway.
I like how almost everything in 5e is a D20 roll except for damage, they are good rollers and have enough variation so that bonuses have an effect but not overwhelmingly so.
5e makes literally everything a d20
check for success, except for magic. Which is an automatic hit. And for massive damage. Oh and more classes are now spellcasters than races have darkvision, and it's a f**king meme that "every" race that isn't humans has darkvision, making humans a liability.
The problem with OG D&D is that Gary Gygax
HATED wizards and wanted people to not want to play them, so he made them absolute weaklings. People complained, so over the years D&D has made magic more and more powerful. And then gave everybody who wasn't strict melee some kind of spellcasting ability. Now it's kinda gone the other way: Everybody including the average magic user can use weapons, but oh! they also have the ability to deal crazy damage in most encounters.
The secret that D&D DMs know, but many D&D players haven't worked out is that no matter how much you level up, the game doesn't get easier. The monsters are always as strong as you are. That's by design. Which means that all getting a bunch of extra hit points and doing two and three and four attacks per round and 100+ HP of damage in a round as a result … all that really means in the end is that boss monsters that used to take six or eight rounds of combat now have thousands of HP and the fight against then takes three hours instead of 15 minutes.
If you want combat NOT to take three hours, there's two ways to do it. Both fundamentally change how half the D&D game is played. But that's okay, because if you want a faster, more cinematic combat and less complex decisions about how (or if) a roll is necessary to determine if you can do a thing … Is it still D&D at that point? I guess that'd depend—do you consider Pathfinder to be "D&D"? Or Index Card RPG? Those change D&D's rules in major ways (although Pathfinder 2E vs. D&D 5E is a little harder for me to say where one ends and the other begins without literally doing what Davane is doing to the NA/EU HeroQuest rules…)
Tracy and Curtis Hickman do not claim they're not altering the rules in pretty major ways, just that if you are willing to do so, you can transform something that can be kind of clunky at times into something that operates on simple mechanics that gives players and the DM a lot of freedom to do what they want. Player says they want to do X. You
don't have to figure out what mechanics are involved with doing X and what rules and skill modifiers apply … You can make it up as you go. But I suspect experienced DMs already know that.
All the player needs to know is they had a brilliant idea, said they wanted to do it, the DM told them what they'd need to roll to pull it off and the consequences of failure, they nodded because that sounds about right, and they rolled… If they succeeded, it'd make for an amazingly heroic story! If they failed … well, it'd still make for quite the story. Hope they survive the consequences so they can be the ones to tell it.

And that brings us back to magic. Why doesn't magic work that way in D&D? Why don't you have a target number to roll, based on whether or not you've learned the spell, or other spells in the same domain, how much time you've had practicing it, whether it's something you use often, and the target's resistance to magic? You've been using Magic Missile for years. You're 6th level, with modifiers, if you roll a 4, that orc's getting three magic arrows to the chest and he's a goner. You want to do what? You've never done that before. It's similar to a spell you've used before, but only similar, and you've only used that spell a couple of times. You can try it, but the DC is 15, and your bonuses are only gonna give you a couple points on that. (If you're playing with some kind of fate points, you might wanna be prepared to use one!)
Such a thing winds up being a pretty major overhaul to magic in the game. It makes magic perhaps even more powerful than it is in 5E (and that's saying a lot), while at the same time reining it in a bit by making it potentially dangerous for the caster.
Apprentice: I wanna cast Magic Missile!
Master Wizard: To what end? There's nothing to attack here…
Apprentice: I'm attacking the darkness!
Master: Many have attempted to attack the darkness with Magic Missile before you…
Apprentice: They tried and failed?
Master: They tried and died.
(I might be mixing my references a bit.)
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.