Make a small donation to Ye Olde Inn!
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.


Make a small donation to Ye Olde Inn!
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.




Goblin-King wrote:I'm not quite sold on these ideas. They are by no means bad at all in their own right, but I think they are starting to drift too far away for it to even be HQ anymore.
New heroes, introduction of skills, no character sheet, new cards and tokens? What's even left other than a stripped framework of basic rules?
By all means put these things in a homemade game (e.g. SpaniardQuest!) or implement them in your house rules, but personally this is not what I imagine the HQ25 pack should be.










Goblin-King wrote:Well, yeah, everything in HQ is a representation.
Barbarians are generally strong fighters, dwarfs have a knack for mechanical stuff, wizards are excellent casters and elves have some magical abilities.
Of course some dwarfs pick locks, are priests, fighters and even hairdressers. That doesn't necessarily mean every possible profession should be represented in the game.
We have 4 archetypes. Not elaborate D&D style, no, but 4 different heroes none the less.
I can easily follow why and how you want to make a division between races and classes. If I were to make a light RPG dungeon crawler I would probably do exactly this myself.
But this is HQ after all, and doing this is simply messing too much with the core.




Users browsing this forum: No registered users and 2 guests