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RealCato wrote:First count of the items in the videogame:
9 Quest Items (3 Sorasil pieces, Bone Key, Ring of Elements, Oracle Stone, Staff of Teleportation, Thorastin Swamp Map, and Old Parchment with a tip for the players)
21 unique Artifacts (Cloaks of Warding counted as 4 items)
7 Artifacts which appear more than once (Boots of Speed, Helm of Defence, Ring of Courage, Ring of Detection, Ring of Rockskin, Ring of Sure Sight, Ring of Swift Wind)
11 types of Equipment, 2 of which are not in Base Game (Greatsword and Pole Arm)
RealCato wrote:Pancho wrote:RealCato,
The Earth spell that is missing from this game is Pass through Rock. Most certainly the only reason they left it out is the limitations of video games back then, trying to move through walls on the map would have led to so many errors it just wasn’t feasible to include it.
But our board game version absolutely should have Pass through added to the Earth Spell deck. So that gives us 5 spells for each elemental deck.
What are #4 and #5 then?
HispaZargon wrote:RealCato wrote:First count of the items in the videogame:
9 Quest Items (3 Sorasil pieces, Bone Key, Ring of Elements, Oracle Stone, Staff of Teleportation, Thorastin Swamp Map, and Old Parchment with a tip for the players)
21 unique Artifacts (Cloaks of Warding counted as 4 items)
7 Artifacts which appear more than once (Boots of Speed, Helm of Defence, Ring of Courage, Ring of Detection, Ring of Rockskin, Ring of Sure Sight, Ring of Swift Wind)
11 types of Equipment, 2 of which are not in Base Game (Greatsword and Pole Arm)
I think Amulet of Tambor-Rin has not been counted as Quest item...
Pancho wrote:Let me know what you guys think.
HispaZargon wrote:The idea of adding a new deck with invented spells I know goes out the LoS material but I think the creation of those two new heroes justifies it, since I always think the new heroes from LoS must be also compatible to be used in other questpacks and at the same time they should have their own personality.
HispaZargon wrote:I understand the Mystic slightly weaker than the Wizard in strength terms but I see her very similar to the Wizard in terms of magic knowledge, even little bit stronger, so I would give her also 9 spells from 3 diferent decks, like the Wizard, but one of them must be the new LoS Mystic spells deck and the other two would be classic elemental decks (of course covering the WQP & DQP ones) or even one of those two could be also from the Elf spells deck from EQP in order to represent her higher magic knowledge.
Celeste is a captivating beauty, Mistress of the Elements and an accomplished enchantress. Little is known about this mysterious elementalist, but she can prove a match for even the most formidable opponents using her phenomenal powers.
Despite her magical prowess, she is prone to physical attacks, having limited combat skills.
HispaZargon wrote:In case of the Cleric I see her as an average hero between the Elf and the Wizard so I would give her 6 spells from 2 different decks, one must be the new Mystic deck and the other deck one of the classic elemental decks. Doing like this the Cleric would be quite powerful so I think a good idea to also forbid her to use metallic armour (maybe we could also allow her the use of a shield but none body armours nor helmets for example). This will make a different character than the Elf and also a different character than the Wizard since she can cast less spells but can use regular weapons and shield.
Calorflame is a Priestess who can prove both a powerful ally and a dangerous enemy. The education and training of clerics involves rigorous religious and military aspects - after all, spreading the Word of God is never going to be easy in such a lawless world. Thus Clerics are a combination of both soldier and sorcerer: formidable combatants with life-saving spells. Because of her religious convictions, Calorflame is forbidden to shed blood and, as a consequence, unable to use edged weapons.
HispaZargon wrote:
In case of Paladin, for compatibility reasons, I would definitely design it taking as basis the Commander of the Guardian Knights from the remake... if we would want the Paladin hero different from them, the best way I think is just changing the Knight Skill cards by 3 new Paladin Skill cards following a similar concept, maybe one of them related with some Templar background or something similar, but I would not add too much more for the Paladin in order to try not shadowing the Barbarian by him.
The Order of the Knights Paladin are brave and noble crusaders: Guardians of justice and honour, whose high ideals must be maintained at all times through a Spartan existence. Haxar is a pious knight, steadfast, loyal and dependable. Pure in mind and deed, he is a noble companion to any on the side of goodness and law.
HispaZargon wrote:
In case of Ranger, I would treat him again with a similar design concept as the new heroes introduced in the remake, by means of 3 new Ranger Skill cards. I would include for example one of them which improve the use of two hand weapons (2 attacks) for a period of time, other card would improve an accurate shot once per quest when using a crossbow or throwing a weapon like daggers (by means of allowing re-rolls of failed dice) and the last one would be similar to the Claryvoiance spell from WoM to be used once per quest to represent his high Perception and spy abilities in the board. We could also give him a tools kit from the beginning but he would not have the dwarf's ability for traps in order to avoid shadowing the dwarf... those are the ideas I have in mind.
The Forests have traditionally provided Rangers with both their homes and way of life. Experts in woodcraft and forest lore, Rangers live on their wits, aided by the eagle-like perception which they have developed through a lifetime in the wilds. Oakheart is at home in the wilderness; tracking and woodland magic are second nature to him. His sword provides another way out of danger if his foresting skills fail him.
Don't like this. We have more than enough Gold in Sorasil, let them find it in the quests.HispaZargon wrote:
Mentor sends the heroes to the far land of Rhia to help his old friend Alamon. Once the heroes arrive Rhia, Alamon will give them 1000 gold coins each to buy equipment and be prepared for battle.
HispaZargon wrote: Alamon character so, he could also gave the heroes some kind of a knight loyalty favour or mystical pray
HispaZargon wrote:Additionally I would include the Wizard's Cloak and Wizard's Staff classic artifacts in the first quests as posible treasures to allow the Wizard or Mystic to be equiped with them but only if they dont have them at the beginning of the questpack.
RealCato wrote:HispaZargon wrote:The idea of adding a new deck with invented spells I know goes out the LoS material but I think the creation of those two new heroes justifies it, since I always think the new heroes from LoS must be also compatible to be used in other questpacks and at the same time they should have their own personality.
I agree, but opinions will vary on this so if we do this, it needs to be very solid.
RealCato wrote:HispaZargon wrote:I understand the Mystic slightly weaker than the Wizard in strength terms but I see her very similar to the Wizard in terms of magic knowledge, even little bit stronger, so I would give her also 9 spells from 3 diferent decks, like the Wizard, but one of them must be the new LoS Mystic spells deck and the other two would be classic elemental decks (of course covering the WQP & DQP ones) or even one of those two could be also from the Elf spells deck from EQP in order to represent her higher magic knowledge.
Where did you get the understanding the Mystic is weaker than the Wizard? The way I read it they developers just wanted to have an additional Female character, and they made it look very much like a Wizard.
From the Manual:Celeste is a captivating beauty, Mistress of the Elements and an accomplished enchantress. Little is known about this mysterious elementalist, but she can prove a match for even the most formidable opponents using her phenomenal powers.
Despite her magical prowess, she is prone to physical attacks, having limited combat skills.
So, basically a female Wizard. But we will already have that in WQP.
The only unique word that I can find here is 'enchantress'. Also we know that Alamon is a Mystic. But this is not much to go on.HispaZargon wrote:In case of the Cleric I see her as an average hero between the Elf and the Wizard so I would give her 6 spells from 2 different decks, one must be the new Mystic deck and the other deck one of the classic elemental decks. Doing like this the Cleric would be quite powerful so I think a good idea to also forbid her to use metallic armour (maybe we could also allow her the use of a shield but none body armours nor helmets for example). This will make a different character than the Elf and also a different character than the Wizard since she can cast less spells but can use regular weapons and shield.
I think the defining feature of the Cleric is her Faith, which gives her Magic powers, but doesn't allow her to shed blood.
From the game manual:Calorflame is a Priestess who can prove both a powerful ally and a dangerous enemy. The education and training of clerics involves rigorous religious and military aspects - after all, spreading the Word of God is never going to be easy in such a lawless world. Thus Clerics are a combination of both soldier and sorcerer: formidable combatants with life-saving spells. Because of her religious convictions, Calorflame is forbidden to shed blood and, as a consequence, unable to use edged weapons.
So, she can club an enemy to death, just not stab them.
But basically this means she can use only the Staff weapon (similar to Wizard), but wear armour (I agree to limit this to a Shield and maybe a Chain Mail).
In terms of Magic we could create a unique spell deck, or reuse existing spells, focused around Healing and Buffing Heroes, rather than damaging enemies.
Offensive spells are usually the most powerful ones, so limiting her to spells like this would balance the fact she can wear armour.
A simple solution would be to let the Cleric choose spells first, from all Spell schools, but with the limitations given, and then let the Wizard choose afterwards. With each spell school having 8 spells, there should be more than enough left for the Wizard to choose from. A slight variation on this would be to print second copies of the spells the Cleric can use, put them in a new spell school with 8 spells, and then she can take all 8 for instance.
RealCato wrote:HispaZargon wrote:
In case of Paladin, for compatibility reasons, I would definitely design it taking as basis the Commander of the Guardian Knights from the remake... if we would want the Paladin hero different from them, the best way I think is just changing the Knight Skill cards by 3 new Paladin Skill cards following a similar concept, maybe one of them related with some Templar background or something similar, but I would not add too much more for the Paladin in order to try not shadowing the Barbarian by him.
Yeah, I am really on the fence here.
From the Game manual:The Order of the Knights Paladin are brave and noble crusaders: Guardians of justice and honour, whose high ideals must be maintained at all times through a Spartan existence. Haxar is a pious knight, steadfast, loyal and dependable. Pure in mind and deed, he is a noble companion to any on the side of goodness and law.
"Order of the Knights" and "Guardians" suggests we just use the Guardian Knight class. But:
1. I was hoping to give the Paladin some limited self- healing/protection powers, much like World of Warcraft's interpretation of a Paladin, but I don't think we can justify this at this point with HQ2021 around.
2. I don't like introducing new classes from Sorasil, but then leaving Paladin out
3. Not many people have access to the Guardian Knights expansion, and may not ever will (I also missed it)
RealCato wrote:HispaZargon wrote:
In case of Ranger, I would treat him again with a similar design concept as the new heroes introduced in the remake, by means of 3 new Ranger Skill cards. I would include for example one of them which improve the use of two hand weapons (2 attacks) for a period of time, other card would improve an accurate shot once per quest when using a crossbow or throwing a weapon like daggers (by means of allowing re-rolls of failed dice) and the last one would be similar to the Claryvoiance spell from WoM to be used once per quest to represent his high Perception and spy abilities in the board. We could also give him a tools kit from the beginning but he would not have the dwarf's ability for traps in order to avoid shadowing the dwarf... those are the ideas I have in mind.
Yeah need to design this one.
From the game Manual:The Forests have traditionally provided Rangers with both their homes and way of life. Experts in woodcraft and forest lore, Rangers live on their wits, aided by the eagle-like perception which they have developed through a lifetime in the wilds. Oakheart is at home in the wilderness; tracking and woodland magic are second nature to him. His sword provides another way out of danger if his foresting skills fail him.
Not many hints in here. Would like to see him use bow and arrow. in the videogame he is depicted with an offhand dagger.
RealCato wrote:Don't like this. We have more than enough Gold in Sorasil, let them find it in the quests.HispaZargon wrote:
Mentor sends the heroes to the far land of Rhia to help his old friend Alamon. Once the heroes arrive Rhia, Alamon will give them 1000 gold coins each to buy equipment and be prepared for battle.HispaZargon wrote: Alamon character so, he could also gave the heroes some kind of a knight loyalty favour or mystical pray
Could be done as a balancing effort, but not sure this would work out well. Players may take already existing and powerful characters into this story alongside the new ones, so need some rules around that.
RealCato wrote:HispaZargon wrote:Additionally I would include the Wizard's Cloak and Wizard's Staff classic artifacts in the first quests as posible treasures to allow the Wizard or Mystic to be equiped with them but only if they dont have them at the beginning of the questpack.
There are already so many Artifacts in Sorasil I would just use those with powers suited to the Mystic and Cleric. Think of the Ring of Wonders and Helm of Casting from Quest 1. Later on you have amulets, rings, and Sorasil's Palaestra.
The Order of the Knights Paladin are brave and noble crusaders: Guardians of justice and honour, whose high ideals must be maintained at all times through a Spartan existence. Haxar is a pious knight, steadfast, loyal and dependable. Pure in mind and deed, he is a noble companion to any on the side of goodness and law.
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