Once again we appear to be in a very similar train of thought (although I'm about a decade behind)
Comparing and contrasting our approaches
Zenithfleet wrote:Spells seem to work in a Jack Vance 'Dying Earth' sort of way. Magicians memorise spells, and once they use one, it vanishes from their memory. This fits the 'discard a spell after use' rule.
Agreed the HeroQuest spellcasting mechanism fits the Vancian magic system in so many ways it is clearly not an accident. I would be wary around using the term "memorise" and "vanishes" or "forgets", not that it is wrong as such, but people less familiar with Vance's work tend to get the wrong impression, it is more a case that spells are chosen, an elaborate and lengthy ritual needs to happen between quests for the spell to be loaded or pre-loaded, cast and held in the mind of the spellcaster, ready to be released on command during the action.
Zenithfleet wrote:Also, in Quests that involve the Heroes being captured and their equipment taken, the Elf and Wizard lose their spells. This suggests that their spellbooks have been stolen and they can't memorise any spell until they find the books again.
Yes but this presents a few challenges. If we assume that without their spell books they wouldn't be able to pre-load spells prior to the quest, then we must also assume the following;
1) Upon regaining their spell books they wouldn't be able to pre-load and therefore use spells until the following quest (but the rules state that they can use spells as soon as their equipment is found)
2) If they exit the quest without recovering their equipment, spell books then presumably they will never be able to cast spells again (at least not the elemental ones)
3) They may have already had spells pre-loaded, prior to capture that could be used during the quest.
Some suggestions to remedy this situation.
A) Allow the Elf and the Wizard to select their spell sets as usual, but make them sacrifice one spell per set to reflect the fact that they may have used spells prior to the point of capture and haven't had the chance to reload
B) Those spells are the ones that they have for use throughout the quest whether they recover their spell books or not
C) EITHER modify the Quest so that they cannot complete it successfully without recovering their equipment, OR allow them to repurchase their lost spell books (maybe they only need to purchase one spell book between them at a cost of 4000 gold coins) but that would still be prohibitive at this stage of the game, so maybe go with the first part of this text.
Zenithfleet wrote:Suggestion #1: To learn new spell sets (like the ones in Wizards of Morcar), the players need to find spellbooks. One spellbook lets them choose that spell set instead of an elemental set. The spellbooks could be Quest Treasures (e.g. 'Spellbook: Darkness'). If they ever lose that spellbook (e.g. the Wizard gives it to the Elf), they lose the ability to memorise and use spells from it. Owning a spellbook doesn't increase the number of spell sets you can take, though--just the sets you can choose from. (You keep the same number of 'spell slots', in other words.)
Agreed, entirely, although not just find but also purchase, as this would give something else for our Wizard to spend his gold on.
Zenithfleet wrote:Suggestion #2: A Hero's Mind Points determine how many spell sets they can take. The more Mind Points they have, the more magic they can use. Therefore, if anything in the game increases a Hero's maximum MP value, they can take more spell sets. (They get bonus 'spell slots').
Agreed the number of spells they can pre-load, their spell slots, would be determined by their Mind value, one set of 3 spells for every Mind value over 3.
This would apply to all spellcasters including those who cast Chaos Spells although one advantage of Chaos might be that you can choose freely rather than being constrained by sets (or we could group them into sets) - either way I'm good with that
I don't agree that there is a Barbarian/Dwarf issue as these rules apply to spellcaster and they are not spellcaster, even a Barbarian with a mind value of 8 still isn't a spellcaster so cannot cast spells. Simple
Zenithfleet wrote:....Now, in the EU questbook, the Mentor parchment text for Melar's Maze says that the Talisman of Lore was designed to increase the holder's understanding of magic. Since the Talisman's game effects are to increase your Mind Points, this suggests that Mind Points are related to magic in some way. (NOTE: In the EU game, the Talisman adds 2 MP.)
Agreed but as has been point out already by Ethica the EU Talisman giving you a +2, so early in the game, presents a problem, as the Wizard and Elf combined once they have the Talisman could preload 6 spell sets and there are only 4 spell sets available at this point. Even if we created/repurposed another two sets a Wizard with 15 spells seems overpowered at this stage of the game and would be difficult for a younger player to play effectively.
I would suggest the following
i) The Talisman of Lore is reduced to +1 Mind value as per North American edition
ii) More controversially change the Wizard's starting profile to 5 Body points and 5 Mind Points
This has a number of advantages whilst still keeping him thematically the strongest mind and the weakest body, (such as 1BP +4 restored from a healing spell or potion = 5) but for the purposes of this discussion, it would mean that for the first few quests our Elf would take one set and our Wizard two sets, six spells should be easy enough to get used to.
Once the Talisman of Lore has been found and assuming the Wizard gets it, he could then take 3 spell sets into subsequent Quests.
Later additional items could be located that increase the selection of spells available to the spellcasters but not the number they can pre-load, these could either be made available as Quest Treasures or as Equipment for purchase (and could be linked with killing an enemy spellcaster - Ethica again) AND later still additional items could become available (see below) that boost Mind further, particularly for the later quests AtOH, WoM and beyond as these quest tend to be longer and therefore more spells are needed.
Finally yet another point made by Ethica inspired another train of thought
Ethica wrote:I don't like the idea that the wizard might be carrying 3 spell books around with him, that would mean that each book only has 3 spells that could each be spoken during 1 turn which would make them very short and quite memorable, unless by their very nature they are unmemorable? Either way it would be more like a spell pamflet. I like that spell books could exist to provide access to new spell sets though.
Despite using Second Edition as my base, I have adopted a number of ideas from North American edition but have never liked or adopted the concept of spell scrolls. I agree that there is a need for more spells in later longer quests, .(and this topic fixes that) but the concept of a piece of paper that can hold a spell pre-loaded in it without any presence of the mind of a spellcaster, they can even be cast by the Barbarian, to me always seems to break the principles of Vancian and therefore HeroQuest spell casting. The mention of pamphlets did suggest a way to bridge this gap however...
Scroll of Protection
Spellcaster only
This scroll allows the holder to choose the Spells of Protection set as one of their sets to load for a Quest.
Cost 1000 gold coins
Scroll of Detection
Spellcaster only
This scroll allows the holder to choose the Spells of Detection set as one of their sets to load for a Quest.
Cost 1000 gold coins
Scroll of Darkness
Spellcaster only
This scroll allows the holder to choose the Spells of Darkness set as one of their sets to load for a Quest.
Cost 1000 gold coins
Crown of Sorcery
Spellcaster only
This headgear gives the wearer an extra starting Mind Point.
Cost 1000 gold coins
This last one could be introduced prior to AtOH, possibly worn by the Witch Lord at the end of ROTWL?