Make a small donation to Ye Olde Inn!
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.

Make a small donation to Ye Olde Inn!
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.


Pancho wrote:I think that's a really interesting idea.
I would have to think about it abit more before I adopted it myself. I'm a fan of simple rules that add tactical options, so long as they fit seamlessly into the original game. I think most players would choose to attack rather than wait for an attack, but I can think of a few incidences where this would be a cool move. I'll be following this thread to see how it pans out.
Pancho wrote:Would you extend this to monsters, or just Heroes?
Pancho wrote:Maybe this would work well as a learned skill once a Hero gains a certain amount of experience (many of us here have introduced advancement skills for each Hero type).

It's simple enough and works really well with the shield being worse than the helmet because it takes one hand to use, this compensates nicely. You could also give it to the scouts to make them more worth having.LordPon wrote:I was thinking about how HeroQuest and other similar dungeon crawlers are essentially board game versions of Tactical RPGs, and those sorts of games more often than not have an option to have one of your units guard and make no other action, and this idea occurred to me.
In addition to Attack, Cast, Search (Treasure, Trap or Secret Door), and Disarm, a Hero may choose to Guard as their action in a turn.
Choosing to Guard results in rolling +1 defence dice when a Hero is attacked until their next turn. If they have a shield equipped, Guard is +2 in defence dice.
Agreed. And certain new monster types.Pancho wrote:Would you extend this to monsters, or just Heroes?
Maybe this would work well as a learned skill once a Hero gains a certain amount of experience (many of us here have introduced advancement skills for each Hero type).
1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US
3BP, US
4BP.

Gold Bearer wrote:It's simple enough and works really well with the shield being worse than the helmet because it takes one hand to use, this compensates nicely. You could also give it to the scouts to make them more worth having.LordPon wrote:I was thinking about how HeroQuest and other similar dungeon crawlers are essentially board game versions of Tactical RPGs, and those sorts of games more often than not have an option to have one of your units guard and make no other action, and this idea occurred to me.
In addition to Attack, Cast, Search (Treasure, Trap or Secret Door), and Disarm, a Hero may choose to Guard as their action in a turn.
Choosing to Guard results in rolling +1 defence dice when a Hero is attacked until their next turn. If they have a shield equipped, Guard is +2 in defence dice.

Users browsing this forum: No registered users and 1 guest