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Some interesting additions

PostPosted: November 26th, 2013, 12:40 pm
by Sotiris
I present you some changes/additions on NA system rules:

1. Experience points
A hero becomes champion when he completes 3 quests. A champion gains 1 experience point per completed quest and he is protected by Mentor. That means that when the champion dies his body+equipment (not gold, potions, spell scrolls) are summoned to a safe place for resurrection to continue on next quest. When a champion dies he looses 3xp. A champion can obtain 1 of the 3 potions: heroic brew (non spellcaster), strength potion or defense potion by crossing off 1xp.

2. Shops
Modified shops to fit in the game (check the attachments below).

3. Spells
Elf spells renamed: High Spells. Each card (1 use only) can be obtained by crossing off 2xp. The rest 7 sets (Game system+Wizards of Morcar) remain the same. Each set is played once per quest.

4. Character creation
Not 4 classic heroes anymore (but if someone wishes he can create them exactly the same). Each player decides for his Body&Mind (total=10) and for his abilities (4 ability points). Each extra combat die to his base (Attack:1, Defense:2) costs 2 ability points, diagonal attack costs 1 a.p. and each of the following skills costs 1 a.p. (1 unused a.p.=1 healing potion)
Minimum Mind Points - Available skills:
3 – disarm traps ability, spellcasting ability (can read spell scrolls / necessary step for later skills)
4 - 1st set spell (from Game System+Wizards of Morcar)
5 - 2nd set spell (from GS+WoM, cannot use crossbow/battle axe/plate armor)
6 - 3rd set spell (from GS+WoM, wizard armory restrictions)
7 - 4th set spell (same as 6, cannot combined with disarm ability)

When the hero is ready, he finally takes the appropriate weapon/armor for the number of dice he chosen. Some examples will help you to understand better:
1st example: B:5 M:5, 4 a.p. for: diagonal attack, spellcasting, 1st set spell, 2nd set spell. So this hero begins with: staff and 2 set of spells (Attack:1+diagonal, Defense=2)
2nd example: B:8 M:2, 4 a.p. for: +1 attack, +1 defense. So this hero begins with: short sword and helmet (always the cheapest), cannot read spellscrolls (Attack:2, Defense=3)
3rd example: B:6 M:4, 4 a.p. for: disarm ability, spellcasting, 2 unused a.p. So this hero begins with: dagger, disarm ability and 2 healing potions (Attack:1, Defense=2)

Skills can be acquired normally (250 gold coins each) between quests (such as armory) if a free Mind point is available. For example a hero with 3 M.p. cannot learn disarm and spellcasting ability simultaneously. His Mind Points allow him to learn only one skill.

5. Morcar's tokens
Morcar begins every quest with tokens=heroes. +1 token with every dead hero, +1 token every 10 rounds.
1 token=use of a monster's skill

:goblin: move-hit-continue move
:orc: reroll 1 battle die
:fimir: hero's defense succeeds only with black shields (use this token before fimir's roll)
:skeleton: can combine its attack dice with other undead monster's attack (1skeleton+1mummy=5 attack dice)
:zombie: diagonal reach
:mummy: draw 1 random chaos spell (except mass spells) which can use it immediately or on a later turn
:chaoswarrior: can defend with white shields (use this token before the attacker's roll)
:gargoyle: return damage when defending. black shields in excess return damage to the attacker (use this token before the attacker's roll)

Ogre (all types): push/grab hero. change the hero's position, maximum squares=damage (use this token before ogre's attack)

6. Search
a) general search in a room or a corridor (no monster in the same room or corridor with the hero). Adjacent squares always counting within hero's searching area. This kind of search does not reveal hidden treasure in furniture.
b) special search in an adjacent furniture (no monster adjacent to the hero). This kind of search does not reveal hidden traps in furniture.
In both cases when hero finds nothing he draws 1 treasure card.

That's it! I hope not forgot something important. It's easy, don't panic :D . I'm gonna try on this soon (maybe on official quests) and I 'll leave feedback+photos!
But i would like to hear your thoughts/objections first.

EDIT:
shop.pdf
(alchemist's shop+upgraded armory in A4 for print)

Re: Some interesting additions

PostPosted: November 26th, 2013, 4:42 pm
by Sjeng
Some nice houserules there, good job! I like the morcar tokens ;-)

Re: Some interesting additions

PostPosted: November 27th, 2013, 6:12 am
by knightkrawler
Solid houseruling with interesting ideas, somw of which I'll consider.
Especially the xp thing.

Re: Some interesting additions

PostPosted: November 27th, 2013, 6:51 am
by Sotiris
Tomorrow i'll try it with a group of 3-members i hope.. My favourite is the character creation part, the options are so much and i'm curious of players choices.
I'll take photos/progress of it and post it here or on "saturday night.." topics.

Re: Some interesting additions

PostPosted: December 3rd, 2013, 5:49 pm
by Sotiris
..and the final armory with some changes (including Chaoticprime's idea of combining chain+plate mail)
Armory.jpg

*sp/c=spellcaster

Re: Some interesting additions

PostPosted: December 4th, 2013, 7:40 am
by Sjeng
Nice, where did you get that bracers image? I couldn't find one for my armoury.

never mind, I see it's next to the platemail image! Great idea!!

Re: Some interesting additions

PostPosted: December 4th, 2013, 12:25 pm
by Sotiris
This great idea is from the guy who designed Vassal :)
I just did the same as him. And the plate armor as you can see hasn't the chain mail inside (like the original) anymore.
I removed it to fit with the new rules: Base(2)+Helmet(1)+Chain(1)+Plate(1)+Shield(1)=6

Re: Some interesting additions

PostPosted: December 12th, 2013, 1:24 am
by Daedalus
3.Spells
Do high spells count as a spell set or are they a bonus power up? It looks to me like they are a bonus, which heavily favors all spellcasters. More spells means more magic fun, which I think is a good thing. I also think adding High spells as a seperately bought group is a good idea, as it is easily the most diversified and probably most powerful group--particularly if all spells from the group are allowed in a Quest.

4. Skills
Minimum Mind Points - Available skills
If a Hero gains an artifact/Quest treasure such as the Talisman of Lore which increases Mind Points, does that mean another skill is made available? I'm thinking yes. That would make such artifacts a lot more desirable. An Elf Hero with 5 MP (3 AD, 5 DD, 14 spells) would improve better than a Wizard Hero with 7 MP (2 AD, 4 DD, 20 spells) in my opinion. But perhaps play-style options are the more important thing here. As a suggestion, consider making the disarm restriction seperate from spellcasting ability and drop the restriction at the 7 MP skill option.

Regarding the 6 MP skill choice, I'd include a note that equipment and Quest treasure that may only be used by the Wizard is available. That would put the bracers and cloak of protection in play.

Re: Some interesting additions

PostPosted: December 12th, 2013, 5:41 am
by Sotiris
3. Spells
They are instant bonus power up. 1 card costs 2xp for 1 use only. High spells (elf spells) are OP spells anyway so i prefer this way of struggling 2 quests to obtain 1 card than pay once and buy a permanent group that can be used in every quest, it will ruin it all.

4.Skills
Yes, with Talisman of Lore a hero has a new slot for a new skill.
If worn by the classic Elf, he can learn 1 additional spell set (6 total and not 14 :roll: ) or he can learn the disarm traps ability.
If worn by the classic Wizard (4 defense dice are impossible: 2base +1 from bracelets or wizard's cloak, that restriction is cause of mp6 skill: 3rd spell set), he can learn 1 additional (and his last) spell set (12 total) or he can learn the disarm traps ability.

Disarm traps and Spellcasting are separate skills anyway. I put it together in the same line (my mistake maybe) to determine that they belong to the same Mp category. As i said before, a hero with Mp3 can learn 1 of these 2 skills.
About Mp6/7 armory restrictions it still counts as you said. Nothing's changed, a hero who has learnt at least his 3rd set spell he belongs to wizards and he follows the rules of wizard armory restriction. :D

The goal of designing these additions was to keep all the original skills by print/add nothing new but an armory shop list and give the opportunity to players to create their own hero using their imagination..and a new figure if possible :lol: [example: I like a thief with Bp5 Mp5 A3 (crossbow) D4 (helmet,chain mail) Skills: disarm traps and 1 set: detection spells!]. Also, i feel that with this advancement system the hero has to do more (without being complex) than just buying a new equipment and Morcar player enjoys more his gaming thanks to his evil tokensssss!
I hope i helped you now to understand better the skill improvement and my philosophy.
Thank you Δαίδαλος for reading and replying my post!

Re: Some interesting additions

PostPosted: December 12th, 2013, 6:23 am
by Sotiris
Daedalus wrote:..Elf Hero with 5 MP (3 AD, 5 DD, 14 spells)... Wizard Hero with 7 MP (2 AD, 4 DD, 20 spells)..

Oh my fault..now i understood that you meant the max condition of each player: Elf 6spells+8(high)=14, Wizard 12spells+8(high)=20
No, i think it's ok and balanced. These 2 additional set spells of wizard are enough to make/cover the difference from the Elf who has more battle dice (don't forget his restrictions too: no battle axe, no crossbow, no plate armor). Also don't forget :mummy: 's skill who can cast 1 chaos spell which makes Mp points more usefull now.