Even so it would seem like there must be some work around or cheat to fix that, like coating the metal with something (I guess the gods can't be fooled, but then they clearly are not all powerful, so maybe they could?). I'm thinking of wild solutions like having the smallest bit of your body exposed that lets you cast the spell through your finger tip or nose or something?
It seems like more often players want the magic to be more powerful, but they also want to preserve the idea of the Wizard (or Elf?) having disadvantages to still make the non-magical characters seem useful. Also, what's with the limitations on the party? Biggest flaw of all... just have a team of Wizards, or a team of Dwarves or whatever. Why only 4? Someone once suggested it was because having a large force would somehow draw unwanted attention and the Heroes have to maintain their small "special force" to accomplish these missions. And yet we have that broken by the few solo quests, and the mercenaries (which can swell your party to 16-20 members, depending on how literally you take AH's advice on adding mercenaries from other expansions to Mage of the Mirror).
I'm amused by the idea of a Wizard sitting down and spending all day memorizing a spell (or 9 of them) only to have the magic erase itself from his mind the instant he uses it, requiring him to memorize it for another day (but of course a potion, scroll or other artifact can just instantly give him another).
I now am fully ready to believe that actually the four heroes probably have a group of unsung porters who follow them around, like in Monty Python with their supplies, maybe at just a safe enough distance not to get wiped out in the frequent fights that break out, at least on the longer/larger missions. Of course in real life, groups can split up gear, so maybe the Wizard is carrying the tent while the Dwarf has the food and the Barbarian has the medical supplies... otherwise maybe they are leaving the "dungeon" and coming back multiple times in the course of the day(s) as they gather supplies or take breaks, etc.
While it's nothing even approaching what a real fight would be like, I have done some "LARP" type dungeon crawls and those only took a few hours at most, with no bathroom or food breaks (short rest breaks between fights that happened maybe every 5 minutes or so.
But yeah I'm getting the vibe that if people want to make HeroQuest "more realistic" their tendency is to make up justifications to keep the magic as is (or make it even more powerful)... and to basically nerf or complicate the non-magical aspects of the game.








= one hit
= one hit & pushback
= cancels one hit





