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Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

stellarnova wrote:Combat Feats
Sure Shot (D, E only, replaces Careful Shot)
This hero gets +1 AD when using a ranged or thrown weapon.
Arcane Archer (E only)
On your turn you may enchant an bolt, arrow or thrown weapon with an available spell, adding its effect to the normal AD. If the Attack is successfully defended, the result of the spell is lost as well.
Grim Determination (B, D only)
Whenever this character would be dealt fatal damage, roll 2 combat dice. If both dice are shields this character has 1 BP instead of dying. (So what shields are being rolled here: black, white or both?)
Bodyguard (B, D only)
If an adjacent ally would take damage from an attack, this character can take the damage instead.
Careful Shot (D, E only)
If this character does not move, add +1 AD on all ranged attacks made this turn.
Charging Assault 1 (B only, replaces Momentum)
You may move your maximum move (no movement roll necessary), if you have the intention to stop at an adjacent foe, and attack it (with +1 AD per level). This ability maybe upgraded up to level 3, with each level adding an AD to attack.
Cleave (B, D only)
Once per turn, if this character defeats an adjacent enemy by making an attack, it can make 1 immediate attack against another adjacent enemy.
Deadly Dance (B, D only, replaces Cleave)
You may continue a Cleave until all adjacent enemies are attacked at least once.
Cunning Attack
This character gets +1 AD against a character that has not activated this round. (This is not going to work in the normal rules, as Heroes have a static marching order, and monsters always move/attack last. This rule only benefits if all Heroes, and monsters as a whole, make individual initiative rolls)
Deadly Attack (B only)
You may count Black Shields as hits when attacking.
Dodge (B, E only)
This hero gets +1 Defense when not wearing any armor. (Alternatively, this might only apply to "body armor", which would exempt helmets and shields.)
Double Attack
On its turn, this character can make 1 extra attack instead of moving.
Duelist
+1 Defense when attacked by an adjacent enemy as long as this hero has a weapon equipped.
Evade (B, E only, Replaces Dodge)
This Hero gets +1 Defense can count black shields as well as white shields when rolling for Defense. This ability cannot be used while wearing armor.
Greater Mobile Attack (replaces Mobile Attack)
This hero can move both before and after attacking. This hero can make extra attacks even if he moves this turn, but must make them all before resuming movement.
Treat Wounds 1
As an action, the Hero may heal 1 lost BP per level, on an adjacent Hero or ally. This ability maybe upgraded up to level 3.
Impulsive Attack
If an allied character is defeated, this hero can make 1 immediate attack.
Mighty Swing (B, D)
On its turn, if this character doesn't move, it gets +1 AD against adjacent enemies.
Mobile Attack
This character can move both before and after attacking.
Crowd-Cutter (B, E only, replaces Mobile Attack, and requires Deadly Dance)
May interrupt movement to attack enemies. Normally, the Hero can only attack once, but as long as the Hero defeats an enemy with a single strike, he may move to another monster (that has not already been attacked by that Hero) to attack it, and may keep moving until the Hero runs out of movement points. Twin Attack allows for a second chance to make a kill, but Crowd-Cutter cannot be combined with Charging Assault - which maximizes movement.
Momentum (B, D only)
If this hero has moved this turn, this hero gets +1 AD against adjacent enemies.
Opportunist
This hero gets +1 AD against an enemy who has activated this round. (As noted above in Cunning Attack, this is a redundant ability)
Berserk (B, D only)
May add +1 AD for every 3 BP of damage received. (The weapon clause feels redundant)
Twin Attack
Whenever this character attacks, it makes 1 extra attack against the same target.
Casting Feats
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chaoticprime wrote:After experimenting with such rules myself, I have confirmed that there is really no way to add a system such as this and have it still be the same fun game. It turns into entirely too much work, particularly for Zargon's player (who really gets nothing). The less abstract mechanics for combat tie the game down to being a game about nothing but combat. Super Dungeon Explore and Descent are both basically analog video games. Both of those traded personality for more comprehensive engines and neither one is actually as fun as HeroQuest. Generally speaking, games are made better by adapting ideas to the rules, not finding new uses for the rules and making up an idea to explain it after-the-fact. I'm not shitting on anyone, here, and I love making up game rules and lists of stuff more than most, but I think the last thing HeroQuest could benefit from is additional accountability for all five players.



stellarnova wrote:chaoticprime wrote:After experimenting with such rules myself, I have confirmed that there is really no way to add a system such as this and have it still be the same fun game. It turns into entirely too much work, particularly for Zargon's player (who really gets nothing). The less abstract mechanics for combat tie the game down to being a game about nothing but combat. Super Dungeon Explore and Descent are both basically analog video games. Both of those traded personality for more comprehensive engines and neither one is actually as fun as HeroQuest. Generally speaking, games are made better by adapting ideas to the rules, not finding new uses for the rules and making up an idea to explain it after-the-fact. I'm not shitting on anyone, here, and I love making up game rules and lists of stuff more than most, but I think the last thing HeroQuest could benefit from is additional accountability for all five players.
I think I get your drift here, and I appreciate the feedback. What I was hoping to accomplish was to make the game have a better replay value than I hope we can survive, again. The analog video game thing may be what I was going for, truthfully. I have in fact had HQ since I was a kid but never really got to play it much. It seems to me darn near impossible to beat if your characters don't get better. But then again there may be something lurking that I haven't discovered, gear not included in the armory or something I haven't played enough to see. I believe the group was sitting on near 200 gold at the end of the adventure before their demise. Hardly and upgrade worthy feat encouraging more perilous dungeon delving.
I imagine that the adventures get tougher as you "progress" (the whole video game thing again). I'm not trying to overpower the hero's, or the villians, just add some customization that feels like your playing "your dwarf", "your elf", etc. A small handwritten character sheet is all you need to keep track of your new abilities, which isn't too much to ask of the crowd I normally play with. Sure we might long for a full fledged RPG but we don't have the time to dedicate to learning a complex system, or a GM willing to endure on such a task. HQ is a resource already available to me to fulfill this niche. But after playing games like Marvel Legendary, Magic the Gathering, Settlers of Catan and Runebound, the bar has been set high and HQ's simple yet effective system does seem a little dated.
On that note I thought of simply upgrading the charcters to different "kits", like a Ninja, Paladin, etc. and printing off the character cards with custom abilities much like they do in Collectible Miniatures or Clix games. Just to give players some sort of "edge". I'm already slaughtering the whole party and I haven't even used one spell against them.

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