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[preview] Yet another hero advancement system

Discuss new Rules for HeroQuest.

[preview] Yet another hero advancement system

Postby Thrawn » March 21st, 2012, 9:52 pm

Based on the Magic, Mind Points, and the Talisman of Lore thread, I've decided to refigure how I am going to handle hero advancement and leveling.

Under my old system, I was going to advance heroes automatically, and using a card system loosely based on The Imperial Academy by Phoenix, and allowing the wizard to advance gaining additional spell schools at each level. Using mind points to advance spells has me doing a pretty big divergance from this.

Instead I'm going allow players to buy levels at the end of each quest pack. This will be the only opportunity to advance. Buying levels instead of automatically advancing gives some long term expenditures of gold, and I'm making it pretty expensive, but the advantages of going up a level are bigger for non-wizards since they will get an ability they can use over and over instead of once per quest. (The wizard will get some boost through MP items like the talisman of lore helping close the gap with other heroes.)

Buying Levels
Can only be done at completion of quest pack, before start of next quest pack.
Level 2 - 1000 Gold
Level 3 - 2000 Gold
Level 4 - 4000 Gold
Level 5 - 8000 Gold
(Costs would double each level if someone actually goes that far)

Advantages of a Level
Upon gaining a level, a hero gains a skill. There are 6 classifications of skills, with 4 skills available in each classification. (2 of them actually have 3 skills, but include a skill that can be taken twice.) Each hero has 2 skill classifications they can choose from.

For the base heroes:
Barbarian - Might and Toughness
Dwarf - Dungeoneering and Toughness
Elf - Agility and Sorcery
Wizard - Knowledge? and Sorcery

(Note: This system should be flexible enough to accomodate custom heroes, such as a halfling thief getting Agility and Dungeoneering or a Priest possibly getting Sorcery and Toughness. However, this isn't a perfect fit for the inn modular rules, since it wouldn't be something that's an automatic fit with no decisions made for new hero types.)

Skill List
This list is incomplete, since I'm working on conversions from the card system, but not everything converts well. Suggestions are appreciated.

Agility (Elf)

  • Careful Aim - If the hero does not move during their turn, they may add +1 attack die to a ranged attack.
  • Parry - If the hero does not take any actions this turn, they may concentrate on blocking attacks. On Zargon's next turn, the hero will have +2 defense dice against all melee attacks.
  • Riposte - When defending, any additional white shields result in an immediate attack using the lesser of the extra shields, or the hero's attack dice. This skill can only be used once per turn.
  • Slip - If the hero takes no actions other than moving for the turn, they may attempt to slip by a monster. Roll a skull die. On any shield, they get by the monster and continue moving. On a skull, the monster gets a free attack, and the hero failed to get by and one square of movement is used up. The hero can try to slip as many times as they choose to until they run out of movement.



Dungeoneering (Dwarf)

  • Alertness - If this hero draws a wandering monster, they may make an immediate attack against the monster, countering their ambush.
  • Improved Disarm Traps - If using a trap kit, roll 2 dice to disarm traps instead of 1. Choose the better die.
  • Trapfinding - If this hero draws a random trap from the treasure deck, they may roll one combat die. On a white shield, they avoid the trap completely, and may ignore it's effects.
  • 4 - undecided

Knowledge? (Wizard)
This skill category is a placeholder for additional wizard skills. Not sure this will be the final name, or if it will be something else altogether. Under the old system I had, the wizard didn't need a second skill set, but now it really should be added.


Sorcery (Elf and Wizard)

  • Arcane Knowledge - Gain +1 MP, this results in 3 additional spells. This can be taken up to twice.
  • Countermagic - If the hero does not move or take actions for a turn, they may try to counter effects by enemy spellcasters. Roll a single combat die. On a white shield, the enemy spell is cancelled.
  • 4 - undecided

Strength (Barbarian)

  • Berserker Fury - If the hero is damaged by an attack, on their following turn they get +1 attack die when attacking the creature that inflicted the damage.
  • Bull Rush - Instead of attacking, the hero may rush at a creature to push it backwards. The hero must move to towards the target and roll 1 skull die. On a skull, the creature is pushed back 1 square and the hero takes the square that was previously occupied. The hero may complete their move if they have more movement left. Only one Bull rush can be used in a turn. (Note, the target must be able to move back for this to be successful. If they can't move, the hero and creature don't move, but the target takes 1 undefended BP of damage for impacting an object or creature behind them.)
  • Mighty Blow - Extra skulls from a melee attack can be carried over to the another enemy.
  • 4 - Undefined


Toughness (Barbarian and Dwarf)

  • Heroic Sacrifice - The hero can step in front of an attack that was intended for an adjacent hero, defending against it as if it was targeting them instead.
  • Resist Toxin - The hero has built up some immunity to poison. Any time the hero is damaged is poisoned, they may roll 1 combat die. On a white shield, they reduce the damage by 1 BP. (Note that for long term poisons, this doesn't remove the poison, it only mitigates the damage caused by it.)
  • Toughness - Gain +1 BP. This can be taken up to twice.


I plan to get this fleshed out to playtest with my new upcoming group, although I already know I won't have to worry about it for 12 quests anyway. One of my major goals of this was adding some depth without taking away from the fast play and simplicity of the game.
Last edited by Thrawn on October 6th, 2013, 2:49 pm, edited 2 times in total.
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Re: [preview] Yet another hero advancement system

Postby torilen » March 30th, 2012, 2:17 pm

Not sure where else to put this - so, sorry thrawn, you get to be the unlucky bastard who will play host
to my thoughts of the day. :)

So - we've been tossing around advancement methods for HQ - and a lot of people (me included) like using
the gold as the means of advancement - basically, buying your training. In trying to keep with simple, basic
HQ rules and characters, not adding too much to it, here is a thought I came up with this morning:

Barbarian
+3 Body, +1 Mind
+1 Attack per turn first level-up, then +1 every third level
Move and Attack second level-up, then +1 every third level
.....can move +2 spaces between each extra attack
.....(2 between first time; 4 between second time; etc.)

Dwarf
+2 Body, +2 Mind
+1 attack per turn first level-up, then +1 every third level
Rune carve second level-up, then +1 rune carve every third level
.....rune carve would need a rule system...I would base it on the
.....spells available to wizard, simply allow the dwarf to carve
.....a one-use rune into an item

Elf
+2 Body, +2 Mind
+1 Spell Group first level-up, then +1 every third level
+1 attack per turn second level-up, then +1 every third level

Wizard
+1 Body, +3 Mind
+1 Spell Group

Cost of Levels:
1 - 0 gold (starting character)
2 - 100 gold
3 - 225 gold
4 - 375 gold
5 - 550 gold
6 - 750 gold
7 - 975 gold
8 - 1225 gold
9 - 1500 gold
10 - 1800 gold

AND - i will remind everyone - gold give through the books:
original questbook - total of 639 (only gold)
KK questbook - total of 762.5 (only gold)
RoTWL questbook - total of 275 (only gold)
Barbarian questbook - total of 942.5 (1207.5 for Barbarian) (only gold)

note - these figures do not include any other treasure found, or gold
found through room search and treasure card draws.


This is not a fully flushed out idea - just wanted to put it out there for all to see and
roll around in their noggins for a bit. enjoy.


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Re: [preview] Yet another hero advancement system

Postby Sjeng » March 30th, 2012, 3:27 pm

Holy moly... I prefer keeping things as simple as possible xD
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Re: [preview] Yet another hero advancement system

Postby Thrawn » March 30th, 2012, 3:33 pm

Sjeng wrote:Holy moly... I prefer keeping things as simple as possible xD


Which system is this referring to? Assuming mine?

The basic idea I had for it, is when you buy a level, you get a skill card. Each skill card in itself is very simple, and shouldn't slow play, and the only "bookkeeping" is to choose a skill at the end of every quest pack (if you have the gold to level).


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Re: [preview] Yet another hero advancement system

Postby lorddax » March 30th, 2012, 3:34 pm

@torilen - Some of the additional attribute points seem like they can greatly unbalance the quests.

@Thrawn - Mind if I use your thinking as basis for my class system? After some of our previous back and forth I was looking at trees, but now looking at this I like the simplicity of these lines. And how choosing a skill card from a line at the end of quest packs is much easier than keeping a character sheet.

I did some quick design on some scratch paper here at my desk (when work is slow HQ jumps in! :P ) and mapped out your lines. Noticing that if you put the heroes in a square the lines almost connect. Thinking about it I jotted down 2 more lines to make a fully connected square, Runes and Hunting.

Code: Select all
Strength -------- Survival------ Dungeoneering
Hunting                                  Runes
Agility ----------Sorcery----------- Knowledge


A system of 8 lines seems to allow for 3 permutations per a point, while still keeping a concept of opposed skill lines. So new characters could be added by simply linking any 3 connected points together, which won't allow for connecting opposed skill lines and should create a good degree of depth and breadth for characters.

I've got more thoughts on the system but its about the 4 options per a line and still have to flesh it out coherently :P
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Re: [preview] Yet another hero advancement system

Postby Templar » June 7th, 2012, 4:54 pm

Nice!

I would have characters like this:
Barbarian: Strength, Survival
Dwarf: Survival, Dungeonerring
Treasure Hunter: Dungeoneering, Runes
Priest: Runes, Knowledge
Wizard: Knowledge, Sorcery
Elf: Sorcery, Agility
Ranger: Agility, Hunting
Mercenary: Hunting, Strength

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Re: [preview] Yet another hero advancement system

Postby lorddax » July 5th, 2012, 3:48 pm

I changed "Strength" to "Might" as it seemed more appropriate as anyone can have strength but only the truely amazing can be perform mighty feats
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Re: [preview] Yet another hero advancement system

Postby Thrawn » April 9th, 2013, 3:22 pm

New Rules:
Mind Points for Spells – One difficulty with HeroQuest is the wizard not advancing like other character types due to equipment limitations. This optional rule should help with some of that balance as well as adding some new flexibility for spell advancement on other heroes. Spellcasting ability is determined by mind points of the hero. Taking mind points -3 you can determine how many spell categories (groups of free spells) the character may choose at the beginning of the quest. (See the following chart.)
Mind Points Spell Classes Starting Hero
4 1 (3 spells) Elf
5 2 (6 spells)
6 3 (9 spells) Wizard
7 4 (12 spells)
8 5 (15 spells)
9 6 (18 spells)
10 7 (21 spells)

Using this chart, the elf selects 3 spells and the wizard selects 9 just like the standard spell rules. However, should one of these characters manage to increase their Mind Points (for example by carrying the Talsiman of Lore) they would be entitled to an additional set of spells Please also note that if the dwarf character were to increase his mind points, he would choose spells from the “Dwarven Rune’s” spell deck included with this quest pack. The barbarian would require an increase by two mind points, which is not possible during the course of this series of quests.)

Under this system, it is recommended that certain types of spells require certain numbers of mind points to use, in addition to restrictions by character type. (This limits the starting elf and wizard to elemental spells only, opening up more options later as they advance.)
Spell Type Minimum MP Hero Restriction
Air 4 Elf or Wizard Only
Earth 4 Elf or Wizard Only
Fire 4 Elf or Wizard Only
Water 4 Elf or Wizard Only
Dwarven Runes** 4 Dwarf Only
Tribal Magic** 4 Barbarian Only
Elf Spells* 5 Elf Only
Master Runes** 5 Dwarf Only
Darkness*** 7 Elf or Wizard Only
Detection*** 7 Elf or Wizard Only
Protection*** 7 Elf or Wizard Only
*Included in the Elf Quest Pack
** Included in this Quest Set
***Included in the Wizards of Morcar quest pack

Buying Levels
Can only be done at completion of quest pack, before start of next quest pack.
Level 2 - 1000 Gold
Level 3 - 2000 Gold
Level 4 - 4000 Gold
Level 5 - 8000 Gold
(Costs would double each level if someone actually goes that far)


Appendix 1 – Character Skills:
Agility: (Usable by Elf)
1 Careful Aim - If the hero does not move during their turn, they may reroll one missed attack die on a ranged attack.
2 Parry – If the hero does not take any actions this turn, they may concentrate on blocking attacks. On Zargon's next turn, the hero will have +2 defense dice against all melee attacks.
3 Riposte - When defending against melee attacks, any additional white shields above those needed to deflect wounds result in an immediate attack using the lesser of the extra shields, or the hero's attack dice. This skill can only be used once per turn, and only usable with swords.
4 Slip - If the hero takes no actions other than moving for the turn, they may attempt to slip by a monster. Roll a skull die. On any shield, they get by the monster and continue moving. On a skull, the monster gets a free attack, and the hero failed to get by and one square of movement is used up. The hero can try to slip as many times as they choose to until they run out of movement.

Dungeoneering: (Usable by Dwarf)
1 Alertness - If this hero draws a wandering monster from the treasure deck, they may make an immediate attack against the monster, countering their ambush.
2 Improved Trap Disarm – If using a trap kit, roll 2 dice to disarm traps instead of 1. Choose the better die.
3 Trapfinding - If this hero draws a random trap from the treasure deck, they may roll one combat die. On a white shield, they avoid the trap completely, and may ignore it's effects.
4 Treasure Hunter - The character may search for treasure one additional time in each room.

Knowledge: (Usable by Wizard)
1 Alchemy - Create 2 potions between quests. They only last for quest, and may be handed out. (Strength - +1 die to next attack, Healing - 1d6 body, resist poison - next time poisoned is ignored.) This skill may be selected twice, with the second selection being called “Master Alchemy”.
2 Scribing - Create a scroll of one spell you can cast. This scroll can be used to cast the spell an extra time during the next quest. These scrolls can't be saved between quests. This skill may be selected twice, with the second selection being called “Master Scribing”.

Sorcery: (Usable by Elf or Wizard)
1 Arcane Knowledge - Gain +1 MP. This results in 3 additional spells using the spell advancement rules. This skill may be selected twice, with the second selection being called “Arcane Mastery”.
2 Channeling - If the hero does not move or take actions for a turn, on their next turn any damage spell cast does one additional damage (or die of damage), and any healing spell heals an extra body point.
3 Countermagic - If the hero does not move or take actions for a turn, they may try to counter effects by enemy spellcasters. Roll a single combat die. On a white shield, the enemy spell is cancelled.

Strength: (Usable by Barbarian)
1 Berserker Fury - If the hero is damaged by an attack, on their following turn they get +1 attack die when attacking the creature that inflicted the damage.
2 Bull Rush – Instead of attacking, the hero may rush at a creature to push it backwards. The hero must move to towards the target and roll 1 skull die. On a skull, the creature is pushed back 1 square and the hero takes the square that was previously occupied. The hero may complete their move if they have more movement left. Only one Bull rush can be used in a turn. (Note: The target must be able to move back for this to be successful. If they can't move, the hero and creature don't move, but the target takes 1 undefended BP of damage for impacting an object or creature behind them.)
3 Mighty Blow - If the hero does not move during their turn, they may add +1 attack die to a melee attack. However, the defender gets +2 defense dice when defending against this attack.
4 Mighty Cleave - When striking for an opponent, each extra undefended damage inflicted above an opponent's remaining body points can be rerolled as new damage dice against adjacent opponent. The new opponent can defend as normal. (Weapon must be able to strike the additional opponent legally.)

Toughness: (Usable by Barbarian or Dwarf)
1 Heroic Sacrifice - The hero can step in front of an attack that was intended for an adjacent hero, defending against it as if it was targeting them instead, but with -2 defense dice.
2 Resist Toxin – The hero has built up some immunity to poison. Any time the hero is damaged is poisoned, they may roll 1 combat die. On a white shield, they reduce the damage by 1 BP. (Note that for long term poisons, this doesn't remove the poison, it only mitigates the damage caused by it.)
3 Toughness - Gain +1 BP. This skill may be selected twice, with the second selection being called “Extra Toughness”.

Appendix 2 - Custom Spells: ( under testing before cards get designed)
Dwarven Runes: (Special, using these spells does not take your turn, but only 1 rune used per turn)
1 Rune of Might - +1 combat dice on all attacks. Lasts until going a turn without attacking.
2 Rune of Fury – Attack twice in current round.
3 Rune of Iron - +1 defense. Lasts until no monsters in sight.
Master Runes: (Special, using these spells does not take your turn, but only 1 rune used per turn)
1 Master Rune of Smiting – Double combat dice on a single attack.
2 Master Rune of Flight – use non-ranged weapon for a ranged attack.
3 Master Rune of Swiftness – Attack a wandering monster before it can strike.
Tribal Magic:
1 Hunting Spear – 2 wounds to anyone in line of sight. Can be defended normally. If the target dies and there is another monster behind them, 1 wound is done to the second monster, which can also be defended normally.
2 The Vengeful Hood – +1 defense. On the next strike against the caster, any wounds saved are rebounded against the attacker. The attacker must then save as normal. The spell dissipates after 1 attack.
3 The Savage Beast – You receive +1 attack die, and all non-undead opponents get -1 defense against your attacks. Lasts until no monsters are in sight.
Last edited by Thrawn on April 9th, 2013, 3:34 pm, edited 3 times in total.


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Re: [preview] Yet another hero advancement system

Postby Thrawn » April 9th, 2013, 3:24 pm

Still testing balance on quite a few of these. Have weakened or put additional drawbacks on a couple skills that were "too strong" in playtests.


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Re: [preview] Yet another hero advancement system

Postby Daedalus » April 10th, 2013, 5:58 pm

It appears you have modified your post that I'm quoting from since I started writing it, but here it is anyway. I'll edit it later.
Thrawn wrote:Buying Levels
Can only be done at completion of quest pack, before start of next quest pack.
Level 2 - 1000 Gold
Level 3 - 2000 Gold
Level 4 - 4000 Gold
Level 5 - 8000 Gold
(Costs would double each level if someone actually goes that far)

I like how money must be spent to level. It's not so much a novel idea as much as it fits the model of HQ advancement. Too bad the costs aren't competetive with equipment, but I guess that is the nature of the HQ beast. The numbers appear solid, allowing a boost every Quest pack or two--nice estimation.

Thrawn wrote:Advantages of a Level
Upon gaining a level, a hero gains a skill. There are 6 classifications of skills, with 4 skills available in each classification. (2 of them actually have 3 skills, but include a skill that can be taken twice.) Each hero has 2 skill classifications they can choose from.

For the base heroes:
Barbarian - Might and Toughness
Dwarf - Dungeoneering and Toughness
Elf - Agility and Sorcery
Wizard - Knowledge? and Sorcery

I like the breakdown of skill groups.

Thrawn wrote:Skill List
This list is incomplete, since I'm working on conversions from the card system, but not everything converts well. Suggestions are appreciated.

Agility (Elf)

  • Careful Aim - If the hero does not move during their turn, they may add +1 attack die to a ranged attack.
  • Parry - If the hero does not take any actions this turn, they may concentrate on blocking attacks. On Zargon's next turn, the hero will have +2 defense dice against all melee attacks.
  • Riposte - When defending, any additional white shields result in an immediate attack using the lesser of the extra shields, or the hero's attack dice. This skill can only be used once per turn.
  • Slip - If the hero takes no actions other than moving for the turn, they may attempt to slip by a monster. Roll a skull die. On any shield, they get by the monster and continue moving. On a skull, the monster gets a free attack, and the hero failed to get by and one square of movement is used up. The hero can try to slip as many times as they choose to until they run out of movement.

  • Riposte - Upon the first reading, I wasn't clear on the meaning of "...using the lesser of the extra shields, or the hero's attack dice." Coming back to it, I now better understand. I'd suggest this rewording:
    Riposte - Any white shield results beyond those needed for defense may be rerolled for an immediate counter-attack, up to the Hero's Attack Dice value. This skill can only be used once per turn.
  • Slip - I'd like to see this simplified and limited, as I'm not a fan of breaking up movement into points. I hope it is implicitly clear that a slip may be attempted more than once per turn with a previous success:
    Slip - If a Hero takes no action, he may attempt to move through squares containing a monster as part of movement. Roll a combat die. If anything but a skull is rolled, he may move through a monster's square. If a skull is rolled, the monster gets an immediate, free attack against the Hero and his movement is ended.
Thrawn wrote:Dungeoneering (Dwarf)

  • Alertness - If this hero draws a wandering monster, they may make an immediate attack against the monster, countering their ambush.
  • Improved Disarm Traps - If using a trap kit, roll 2 dice to disarm traps instead of 1. Choose the better die.
  • Trapfinding - If this hero draws a random trap from the treasure deck, they may roll one combat die. On a white shield, they avoid the trap completely, and may ignore it's effects.
  • 4 - undecided

  • Improved Disarm Traps - Reducing the chance of trap damage from a failed disarm attempt from 1 in 6 to 1 in 36 doesn't seem worth the skill slot to me as it rarely will benefit the Hero (maybe once a Quest). Why not keep this ability, but assign it to the Dwarf with the purchase of a tool kit?
  • Trapfinding - The NA Hazard Treasure Cards intentionally make no mention of the term trap in their text so as not to confuse a Hazard with the disarm action. I feel you should follow suit for clarity. I'd reserve this name for a new, different skill suggested immediately below. I'd reword Trapfinding as follows:

      Troubleshooting - If you draw a Hazard Card from the Treasure Card deck, roll 1 combat die. If you roll a white shield, you avoid the hazard and ignore its effect.
    Some other ideas:
  • Trapfinding - You automatically find any trap adjacent to you without a Search for Traps action, even those just beyond a door or present with a monster.
  • Ransack - You may draw 2 Treasure Cards when searching for treasure. (I'm not sure if this is a good idea. You could also call this Greedy.)
  • Case - You may combine the Search for Traps action with either the Search for Secret Doors or the Search for Treasure action. (Maybe just call this Dual Search.)
  • Seasoned - You may take a search action while monsters are present.
Thrawn wrote:Knowledge? (Wizard)
This skill category is a placeholder for additional wizard skills. Not sure this will be the final name, or if it will be something else altogether. Under the old system I had, the wizard didn't need a second skill set, but now it really should be added.

I agree another skill group is needed for the Wizard. I'd split Arcane Knowlege between both groups with a +1 MP bonus in each. That way a Wizard could get access to two extra spell groups while an Elf (a generalist) would be limited to just one extra spell group. Here are some ideas:

  • Arcane Secrets - Gain +1 MP, resulting in 3 additoinal spells from a single spell group. This skill may only be taken once.
  • Scribe Spell - Choose 1 of your spells before a Quest and spend 50 gold coins. You may cast the spell a second time during the Quest. This may be done with different spells a number of times up to your starting MP score.
  • Research - If a room contains an alter, bookcase, or alchemist's bench, you may use your Search for Treasure action to instead roll a combat die. If you roll a white shield you may draw a spell scroll from the Spell Scroll Artifact Card deck.
  • Targeting - You can cast spells at a partially obstructed target. Figures don't obstruct your spells.
Thrawn wrote:
Sorcery (Elf and Wizard)

  • Arcane Knowledge - Gain +1 MP, this results in 3 additional spells. This can be taken up to twice.
  • Countermagic - If the hero does not move or take actions for a turn, they may try to counter effects by enemy spellcasters. Roll a single combat die. On a white shield, the enemy spell is cancelled.
  • 4 - undecided

  • Arcane Knowlege - I'd change the name to avoid confusion with the Knowlege skills and limit the bonus (as discussed above):

      Mystic Awareness - Gain +1 MP, resulting in 3 addition spells from a single spell group. This skill may only be taken once.
    Some other ideas:

  • Spell Conversion - Use up two spells to recast a previously cast spell.
  • Improvise - You may cast a spell in advance after you have taken an action, even on another's turn.

I need to sleep--this is a long post! I'll edit this with Barbarian suggestions later. Check on it again.
Back for a spell. I pasted in the modified post info from the Barbarian onward for the next comments.


Thrawn wrote:Strength: (Usable by Barbarian)
1 Berserker Fury - If the hero is damaged by an attack, on their following turn they get +1 attack die when attacking the creature that inflicted the damage.
2 Bull Rush – Instead of attacking, the hero may rush at a creature to push it backwards. The hero must move to towards the target and roll 1 skull die. On a skull, the creature is pushed back 1 square and the hero takes the square that was previously occupied. The hero may complete their move if they have more movement left. Only one Bull rush can be used in a turn. (Note: The target must be able to move back for this to be successful. If they can't move, the hero and creature don't move, but the target takes 1 undefended BP of damage for impacting an object or creature behind them.)
3 Mighty Blow - If the hero does not move during their turn, they may add +1 attack die to a melee attack. However, the defender gets +2 defense dice when defending against this attack.
4 Mighty Cleave - When striking for an opponent, each extra undefended damage inflicted above an opponent's remaining body points can be rerolled as new damage dice against adjacent opponent. The new opponent can defend as normal. (Weapon must be able to strike the additional opponent legally.)

  • Bull Rush - I like what it does, but I feel this one runs a little long. A quick fix could be to drop the part in parentheses. This skill is really about positioning on the gameboard. Pushing someone a few feet against a wall or another person shouldn't be as likely to cause damage as hitting him with a Broadsword. That's just my opinion, but KISS is a good practice to follow when dealing with HQ. Not that I constrain myself to follow my own advice.

    I also have a question about the Hero moving towards the target. Must a Hero first move from at least 1 unoccupied square? This could mean a Hero can only use Bull Rush if he starts from a nonadjacent square (this is not stated). Otherwise,if the Hero started adjacent, he could just move away 1 square and then move back towards the target (seems strange, I don't think you mean this). Or do you mean the Hero is moving into the monster's square, perhaps? For me, a little more clarification would be useful.
  • Mighty Cleave - It should be mentioned that this skill must be used in melee. I think you should also add tht the next adjacent opponent is struck. It would be a bit strange if a Barbarian could cleave to an adjacent monster on his opposite side, particularly if a Hero were in the adjacent square between the cleaved monsters.
Thrawn wrote:Toughness: (Usable by Barbarian or Dwarf)
1 Heroic Sacrifice - The hero can step in front of an attack that was intended for an adjacent hero, defending against it as if it was targeting them instead, but with -2 defense dice.
2 Resist Toxin – The hero has built up some immunity to poison. Any time the hero is damaged is poisoned, they may roll 1 combat die. On a white shield, they reduce the damage by 1 BP. (Note that for long term poisons, this doesn't remove the poison, it only mitigates the damage caused by it.)
3 Toughness - Gain +1 BP. This skill may be selected twice, with the second selection being called “Extra Toughness”.

  • Heroic Sacrifice - Maybe the figures could be required to switch squares.
  • Resist Poison - Poisoning doesn't come up much, so I'd say increase the chances of success to anything but a skull. :skull: = poison, get it? [sound of crickets] I still think it's cool.
  • Toughness - A Barbarian with the Amulet of the North and Extra Toughness has 12 BPs--damnnnnnn.... I'd actually rather see another skill then a doubling of this one. Of course, both another skill and doubling this choice could exist in the skill group together, as well.
    Another idea:

  • Die Hard - When you are reduced to 0 BP you don't die, but instead go into shock (1 AD, 2DD, 1 red die for movement). You remain in shock until healed. You die if your Body Points are again reduced while in shock.
  • Champion - Gain +1 BP. This isn't actually a new skill, but rather a renaming of Extra Toughness and a suggestion to create a general Hero skill group to accommodate it. Wizards and Elves need to survive Warbears, too! [edit]
Thrawn wrote:Your Dwarven and Barbarian spells are a neat idea. The Dwarven Runes remind me of my Warhammerquest Dwarf, which is cool.
Appendix 2 - Custom Spells: ( under testing before cards get designed)
Dwarven Runes: (Special, using these spells does not take your turn, but only 1 rune used per turn)
1 Rune of Might - +1 combat dice on all attacks. Lasts until going a turn without attacking.
2 Rune of Fury – Attack twice in current round.
3 Rune of Iron - +1 defense. Lasts until no monsters in sight.
Master Runes: (Special, using these spells does not take your turn, but only 1 rune used per turn)
1 Master Rune of Smiting – Double combat dice on a single attack.
2 Master Rune of Flight – use non-ranged weapon for a ranged attack.
3 Master Rune of Swiftness – Attack a wandering monster before it can strike.
Tribal Magic:
1 Hunting Spear – 2 wounds to anyone in line of sight. Can be defended normally. If the target dies and there is another monster behind them, 1 wound is done to the second monster, which can also be defended normally.
2 The Vengeful Hood – +1 defense. On the next strike against the caster, any wounds saved are rebounded against the attacker. The attacker must then save as normal. The spell dissipates after 1 attack.
3 The Savage Beast – You receive +1 attack die, and all non-undead opponents get -1 defense against your attacks. Lasts until no monsters are in sight.

  • The Vengeful Hood - I'd remove "The" and change some wording to better match HQ terminology:

      Vengeful Hood - This spell allows you to roll 1 extra combat die when you defend. On the next attack against the caster, any hits defended are rebounded back against the attacker. The attacker must then defend those hits as normal. The spell is broken after the caster is attacked once.

Wow, that's a lot of cool ideas, Thrawn. I hope some of my ideas are helpful. It was inspiring to work with what you have come up with, regardless.
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