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.





























= poison, get it? [sound of crickets] 






