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Sam's Level Up System

Discuss new Rules for HeroQuest.

Re: Sam's Level Up System

Postby cornixt » September 28th, 2018, 9:35 am

I prefer adding new options rather than boosting their power. Like being able to split your attack dice between two monsters, or exchange attack dice for defense dice.


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Re: Sam's Level Up System

Postby Gold Bearer » September 28th, 2018, 10:16 am

LordPon wrote:How about using the black colored dice (4 skulls) instead of the black shield if the principle bothers you. I think I like that more than rerolling on a white shield. In any case, I want a way to improve a Heroes rolls without being overpowered, but not too complicated either. As for the diminishing returns on counting 1 black shield, instead replacing 1 of a Hero's combat dice with one of a different colour addresses that problem too. The benefit of that wouldn't diminish with each consecutive purchase and keeps things pretty simple.

So like, I'm a Barbarian with a Broadsword and I buy 1 Dexterity point for 300g, now I can roll 1 black dice and 2 white dice when I make an attack for slightly better odds.
What matters is what you think is the nicest method. I personally don't like the coloured dice but like using black shields for other things and stack it so that every black shield is treated as a skull/white shield, then every black shield is treated as two skulls/white shields, then treated as three skulls/white shields because it's simple, stacks logically and doesn't introduce new odd distributions (dice) that aren't needed and aren't included with the standard game.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Sam's Level Up System

Postby mitchiemasha » September 29th, 2018, 9:47 pm

cornixt wrote:I prefer adding new options rather than boosting their power. Like being able to split your attack dice between two monsters, or exchange attack dice for defense dice.


Yeah... agreed! it adds variety. I much prefer those kind of unique twists rather than more power.


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Re: Sam's Level Up System

Postby LordPon » October 1st, 2018, 10:36 pm

The tricky part is coming up with new twists that would be worth purchasing.
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Re: Sam's Level Up System

Postby mitchiemasha » October 2nd, 2018, 1:25 am

Agreed. HeroQuest is quite old and most of the best ideas have already been thought up. We are still eager for the odd surprise and still love talking the possibilities to death. A lot can come down to preference, like how Gold and I disagree on the use of black shields (to me these should be bad for a hero unless some sort of Chaos gone good) theme is very important to me, a reference to some sort of fumble or weapons damage. Weapons damage being, in my opinion, one of the most important mods to stop heroes becoming boring, stagnant, over powered etc etc. Weapons damage often sees them trying something new after it's broke. I have an extended armoury and it can bring about quite a few unique character styles to play.

Try checking out as many other peoples ideas. I did this for a long time before compiling my choice of mods. Like many, at first I was over doing it, then I stripped it back.


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Re: Sam's Level Up System

Postby mitchiemasha » October 2nd, 2018, 1:34 am

cornixt wrote:or exchange attack dice for defence dice.


This would be perfect for POISE. Naturally, only a skill worth acquiring if that Hero has good defence. I need to add this to my skills which alreayd has the lieks of Stand Fast, Giant Strength etc.

How about making it an either or switch? Switching dices is one variant completely missing from my 'twists' to the game mods.


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