Edited by HispaZargon: Thread merged with thread "Simple advancement mechanism for Wizard" since both threads treat the same topic. All posts from the second thread have been moved to this thread.This topic is about a simple and more focussed version of idea mentioned in a number of places on these forums, including
The Wizard Clearing House of House Rules (but that thread is just too big!)
Specifically intended to discuss the following issue:
#31: Wizard has very limited options under the standard Advancement mechanismProblem statement: The Wizard is pretty much excluded from the standard advancement mechanism, due to their inability to use anything but basic weapons and no real armour. The Wizard has almost nothing to spend his gold on, so is effectively excluded from the advancement mechanism.
In addition, some Quests particularly those from the later Quest Books are considerably longer than the earlier Quests so the Wizard risks running out of spells early on.
Proposed changes:For Heroes in general HQ has an in-built advancement mechanism which is, at a high level, kill all monsters in a room, search the room, find treasure in the form of gold, between Quests spend the gold on improved equipment which boost your stats – more details here
Advancement - how to do it?However for the Wizard there are only 3 steps under SE – Staff, Bracers, Cloak of Protection so he soon runs out of options and just becomes a walking bank for the rest of the party.
Under the
Rejigging the Equipment Cards (SE) topic I have proposed some changes to benefit the Wizard's Advancement through Equipment in terms of more equipment: Wizard's Staff (ported from NA), Short sword
And I have also started to deliver on the promise below by introducing: Wand of Fire, Crown of Sorcery, Ring of Recall, Totem of Protection
NA Edition: Rules of Play wrote:Wizard: Since there are so few things that you can buy from the Armoury, it would be wise for you to save your money. Other powerful magic items will be offered for sale in future adventures (in the Quest Packs). You may wish to spend your money on those items.
But focussing on the second aspect of the problem, on this topic, insufficient spells in the longer later Quests, consider the following points
1) The Wizard is the "weakest of the group in terms of starting Body points
2) Wizards of Morcar introduces 3 new sets of 3 spells in the form of Spells of Protection, Detection and Darkness and which are intended to be substituted for any of the original spell sets (but still restricts him to 3 sets)
#From Wizards of Morcar
There are also three new sets of spells for the Wizard and Elf: Spells of Protection, Spells of Detection and Spells of Darkness. These may be added to the existing sets of spells which the Elf and Wizard draw on, but they may still only choose one and three sets of spells respectively. They may still change their spells between Quests.
3) All starting heroes in the original game keep to the unstated principle of Body Points + Mind Points = 10
4) Quest Treasures exist such as the Talisman of Lore (and the new Crown of Sorcery) that provide a permanent (for as long as the Wizard has it) boost to starting Mind Points.
5) Under standard HeroQuest rules it appears that the Wizard (and the Elf) both "know" all 12 elemental spells at the start but are limited in how many of those spells they can "pre-load" for a given quest
6) That "pre-load" limit is derived from their MP value. As has been speculated elsewhere there seems to be an unstated principle of one set (of three) spells per starting Mind Point above 3, that is, 4MP = 1 set of 3 spells, 5MP = 2 sets of 3 spells, 6MP = 3 sets of 3 spells and so on.
If you put all those together then the starting Wizard "knows" all 4 sets of 3 elemental spells but is limited in the number he can "pre-load" for each Quest by his 6MP (3 sets of 3 spells). Once his starting Mind Point total is increased by Quest Treasures such as the Talisman of Lore, this "pre-load" limit could be increased, allowing him to carry an additional set of 3 spells into a Quest for each extra Mind Point which would help with issue around the limited number of spells in some of the later Quests
If you change the starting Wizard to 5BP+5MP then he still has the lowest BP value which is consistent, he would start with 2 sets of 3 spells, once he gets the Talisman of Lore this would increase to 6MP and 3 spell sets
If you then introduce three new artefacts for 1000 gold coins each (satisfying the "more powerful magic items for the Wizard to purchase") each of which allows the wielder of the artefact to "know" and therefore be able to include those in their pre-quest spell selection, one of the 3 new spell sets from WOM
Finally introducing he "Crown of Sorcery" into a later Quest, perhaps worn by The Witch Lord in Quest 10 of ROTWL "Court of the Witch Lord" giving another +1MP and the ability to pre-load a total of 4 sets of 3 spells, from the available sets, the original four and up to 3 of the new WOM sets, based on how many of the three artefacts he has purchased
Talisman of Protection
Spell caster only
This talisman allows the holder access to the Spells of Protection set
Cost 1000 gold coins
Orb of Detection
Spell caster only
This talisman allows the holder access to the Spells of Detection set
Cost 1000 gold coins
Shard of Darkness
Spell caster only
This talisman allows the holder access to the Spells of Darkness set
Cost 1000 gold coins
This last piece wasn't my own idea but was suggested by someone else and when I remember who I will credit them...