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.


sadkitchen wrote:2: In this variant if the wand of magic is left alone, it is just too powerful. But I agree that it should be somewhat powerful so I propose the following;
Wand of Magic: By paying an amount of power equal to the number of counters on this care this magic wand allows the Elf or Wizard to cast two separate and different spells on his turn. After the second spell is cast place a counter on Wand of Magic. The wand of magic starts each quest with no counters on it.
If you can get past the very MtG feel of the counters this actually works very well. Though the growing cost is very not HQ, but the mechanic seems to work much better than putting a flat cost on it. If anyone has any suggestions please throw them at me.
sadkitchen wrote:@Daedalus
1. I agree that raising the cost of Fire of Wrath to 3 is a good idea.
2. Pertaining to the Elf and healing spells, the costs are going to stay the same. If I do anything I will add a spell to the Elf set that restores 2 BP for 4 Power, but I am not going to make him 'better' than the Wizard at casting Healing Spells just because he has less power.
sadkitchen wrote:3. Pertaining to artifacts I have been toying with crystals. An example is as follows;
Water Crystal: The Water Crystal comes with 3 Water Power tokens. Whenever a Hero who possesses this crystal casts a water spell he may spend these tokens as if they were his own power tokens. When all 3 tokens have been spent the Water Crystal is useless.
sadkitchen wrote:4. Courage. Even though your number crunching is very accurate I am leaning toward lowering the cost to 5, because in the 2 games I have run with this variant Courage has never been cast. I don't know if this will work or not, but there is no point in having a 6 cost spell that never gets cast. If at 5 it get's cast in every room with more than 1 orc, then I'll put it back to 6.













Users browsing this forum: No registered users and 1 guest