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What to do with a no-movement turn?

Discuss new Rules for HeroQuest.

What to do with a no-movement turn?

Postby torilen » November 5th, 2012, 8:21 pm

I just left another new thread:
viewtopic.php?f=38&t=1360&p=14814#p14814


And it got me thinking. Maybe we should simply ask the question: What do we each allow the
heroes to do if they do not make a movement on their turn?
As shown in the above thread...one person decides to let them make a counterattack.
Here are some ideas...if anyone cares to expound on them, if they use them already...or if anyone
wants to pick up and create rules using them:
- counterattack
- extra attack and/or defense
- extra spell
- extra movement next turn (if not in combat during the no-movement turn)
- extra search attempt
- attempt to heal self (would require a roll, since heroes do not have innate healing abilities - kind of a
.....wilderness healing thing)

Just some ideas.


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Re: What to do with a no-movement turn?

Postby Daedalus » November 7th, 2012, 6:59 pm

A general rule I'm working on is a casual action with a move or an extended action with no move. To demonstrate, I'll apply it to the Disarm a Trap action. Normally, the Dwarf is successful on anything but a black shield result of 1 combat die; other Heroes with a Tool Kit succeed by avoiding a skull result. Those results I'd reserve for an extended action (no move and Disarm a Trap). Should a Hero instead choose to move and Disarm a Trap, then that would be a casual action and increase the difficulty. A Dwarf would only succeed if he avoided rolling a skull, while other Heroes with a Tool Kit would only succeed if a black shield was rolled.

This mutability of difficulty with dice results will apply to other noncombat actions in my suite of house rules. I would like to have any search action no longer be automatically successful. To find a trap, secret door, or treasure a Hero must first roll a combat die. (Certain searches still automatically succeed, such as finding secret doors necessary to complete a Quest or finding Quest treasure.) An extended search with no move is successful if anything but a black shield is rolled. A casual search with a move is successful if a white shield is rolled (maybe any shield for treasure). Multiple tries are permitted for traps or secret doors, but rolling a black shield ends further attempts for that Hero in that particular room or corridor. There's more to it to cover certain eventualities with traps and rules for an Elf, but that is basically it. Oh, and also there's a Zargon deck to put a cost on repeated turns spent searching or whatever.

This idea of difficulty range could be further altered by making certain searches easier or harder, as defined in the notes section of a Quest. For instance, searching for treasure could become tougher after a Hero has already searched the room. So an extended Search for Treasure for a second, third, or fourth Hero could require a white shield to succeed, while a casual search could require 2 white shields on two dice.
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Re: What to do with a no-movement turn?

Postby knightkrawler » November 8th, 2012, 11:17 am

My rule for movement and action.

1. Heroes have an assigned number of points (between 3 and 7 depending from race).
2. They roll 1d6 for the movement bonus and the sum is their Movement Points.
3. One square is 1 MP, opening or closing a door is 2 MP, picking up items or giving away items is 2 MP, loading a crossbow is 3 MP, jumping over a pit trap is 2 MP...
... you get the idea.
[4. I'm pondering over ideas to grant bonuses on Attack or Defend or spellcasting in case no MP are spent during a turn, so this is where basically I think torilen's way.]

After or before spending all MP there's the actions as in the original rulebook.
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