Changes to the system
[This topic was.moved from Board index ‹ HeroQuest Rooms ‹ General HeroQuest Discussion on 4/09/18. -edit]
Got ppl wanting to play & plan on running them through the origional HQ game first so that they understand how beautifully this game can be augmented for greater/longer use. Ive found that the best thing about it is the simplicity of the"Skull" dice. I understand that I could make more use of the two Red dice for things like strength or dexterity & many other things, but I designed my game to handle the origional combat dice more than anything.
I am combining multiple ideas to try to keep it as "Skull" friendly as possible & am determined to keep numbered dice to a minimum.
When I say "Black" that means Black Shield. When I say "White", that means White Shield. "Skull"means Skull.
Players pushing thier stats up, move from one level to the next. Ie going from rolling a "Black shield"(for what ever) to rolling a "White Shield". Skull turns into Skulls+Black Shield....and that is where I think all skill levels should end since 4 or less(Skull+Black) on a 6 sided die is good enough for chance/randomness.
Except for the Dwarf who (with a tool kit) disarms traps with a Skull+White, I think that might be to powerful to use for strength/dexterity rolls, not sure though.
EXPERIENCE POINTS: 1 for finishing a quest(alive) per player & 1 to who ever kills the Boss. I figure the players would trade off who lands the killing blow per quest. Im basing this rate for just the first 14 quests &no more. I would change this rate latter if i ever get my hands on the numerous game additions.
BODY & MIND: Can be raised by two. Costs 5 XP to raise.
BRAWL/DEX/STR & MOVE all cost 4 XP to raise.
BRAWL(increases by 1)When attacking: Wizard- rolls Black. Rogue/Elf-white. Dwarf/Barbarian-skull.
DEXTERITY:(increases by 1) Wizard/Elf/Dwarf-White. Barbrian/Rogue-Skull. I wanted the Wizard to start with a Black shield but think that would discourage him from using dexterity at all, but he could buy ACTION CARDS or get a medallion to increase it so I'm not sure.
STRENGTH:(increases by 1)Wizard-Black, Elf/Rogue-White, Dwarf/Barbarian-Skull.
MOVEMENT:(increases by 2) 2d6 Dwarf/Wizard 0, Elf +1, Barbarian+2, Rogue+3. If you roll a 4 or less, you may add your move bonus.
RUNNING: 3d6 with risk of stumbling..don't roll a skull or you only move one square(actually haven't settled on a failure for this yet).
ACTION CARDS: These are bought at the beginning of each quest.
BLACK SHIELD card- For one roll you may count one Black Shield as a success. 100$. Discard after use. Never more than 5 per quest(not sure on the price yet or the cap on amount. These would be popular I think.
WHITE SHIELD card: 300$. Only 3 per quest. This might make you to powerful at a key moment, so I'm not sure on the price or cap for carrying.
SPRINT card- a +2 to your movement. 100$. Buy as many as you want I suppose.
DEX/STR card- 300$. Plus 1 on a single action.
WILL POWER: I would like to implement this so that players can boost it instead of having to raise their MIND points, but it's not pressing.
So that's it! I'm buying the game AGAIN soon so I am not able to play test these. Would love your advice & additions. Thanks
Got ppl wanting to play & plan on running them through the origional HQ game first so that they understand how beautifully this game can be augmented for greater/longer use. Ive found that the best thing about it is the simplicity of the"Skull" dice. I understand that I could make more use of the two Red dice for things like strength or dexterity & many other things, but I designed my game to handle the origional combat dice more than anything.
I am combining multiple ideas to try to keep it as "Skull" friendly as possible & am determined to keep numbered dice to a minimum.
When I say "Black" that means Black Shield. When I say "White", that means White Shield. "Skull"means Skull.
Players pushing thier stats up, move from one level to the next. Ie going from rolling a "Black shield"(for what ever) to rolling a "White Shield". Skull turns into Skulls+Black Shield....and that is where I think all skill levels should end since 4 or less(Skull+Black) on a 6 sided die is good enough for chance/randomness.
Except for the Dwarf who (with a tool kit) disarms traps with a Skull+White, I think that might be to powerful to use for strength/dexterity rolls, not sure though.
EXPERIENCE POINTS: 1 for finishing a quest(alive) per player & 1 to who ever kills the Boss. I figure the players would trade off who lands the killing blow per quest. Im basing this rate for just the first 14 quests &no more. I would change this rate latter if i ever get my hands on the numerous game additions.
BODY & MIND: Can be raised by two. Costs 5 XP to raise.
BRAWL/DEX/STR & MOVE all cost 4 XP to raise.
BRAWL(increases by 1)When attacking: Wizard- rolls Black. Rogue/Elf-white. Dwarf/Barbarian-skull.
DEXTERITY:(increases by 1) Wizard/Elf/Dwarf-White. Barbrian/Rogue-Skull. I wanted the Wizard to start with a Black shield but think that would discourage him from using dexterity at all, but he could buy ACTION CARDS or get a medallion to increase it so I'm not sure.
STRENGTH:(increases by 1)Wizard-Black, Elf/Rogue-White, Dwarf/Barbarian-Skull.
MOVEMENT:(increases by 2) 2d6 Dwarf/Wizard 0, Elf +1, Barbarian+2, Rogue+3. If you roll a 4 or less, you may add your move bonus.
RUNNING: 3d6 with risk of stumbling..don't roll a skull or you only move one square(actually haven't settled on a failure for this yet).
ACTION CARDS: These are bought at the beginning of each quest.
BLACK SHIELD card- For one roll you may count one Black Shield as a success. 100$. Discard after use. Never more than 5 per quest(not sure on the price yet or the cap on amount. These would be popular I think.
WHITE SHIELD card: 300$. Only 3 per quest. This might make you to powerful at a key moment, so I'm not sure on the price or cap for carrying.
SPRINT card- a +2 to your movement. 100$. Buy as many as you want I suppose.
DEX/STR card- 300$. Plus 1 on a single action.
WILL POWER: I would like to implement this so that players can boost it instead of having to raise their MIND points, but it's not pressing.
So that's it! I'm buying the game AGAIN soon so I am not able to play test these. Would love your advice & additions. Thanks