Creative Mod Progression.
Seeing as I'm disagreeing a lot recently, I wanted to clarify with an example of how I progressed with a mod. As in realising issues, why you choose to add certain words or completely move from 1 Mod to another. In most cases we're not attacking the idea... As they're usually very similar to the ideas we all started with or tried first.
Problem: Monsters die too easy, EW role gets boring, never gets to attack... Heroes don't feel threatened. The first solution is to increase monster stats... but, this fails once the heroes get stronger. And, monsters don't really have characteristics that separate them out well, making them more unique adds interesting variety. Reverse thinking can be a good idea. What are famous fantasy mechanics? What would be the best way to implement similar in HeroQuest?
Keeping everything super simple and as less wordy as possible, this was the Fimir.
Tail bash: Free counter Attack
That tail is huge, it's looks like a threat... so make it one. Not just via an extra Cd6. Attack him and there's a good chance that tails going to give you a good bash, your hands are already engaged with it's hands but, that's only the fantasy aspect of why. If you're a dual wielding weaker room clearer, you might want to avoid this guy, leaving him for the more barbarous or heavily defended types. It also works towards giving the EW more attacks, often only placing monsters to be slaughtered. First guy fails, you get an attack before the 2nd chops your beast to pieces. Counter Attack is a loved fantasy mechanic, to include it in HQ, using the Fimir is the most logical choice.
After a few playtest (or those who know HQ well) this has a few HUGE issues!
but when is this counter attack triggered?
Tail Bash: Free counter attack when attacked
What if it is killed?
Tail Bash: Free counter attack when attacked and not killed
What if it's attacked by a crossbow?
Tail Bash: Free Counter Attack when attacked adjacent and not killed
Per the wording... Even a diagonal attack puts you out of reach, it's for the Heroes to figure that out, if they're a weaker hero, a much better way to attack one, more value to the spear. The fun part of HeroQuest was always the exploration of ways to win it. Coming up with little things that adventures come to realise is the true beauty of creating mods, in my opinion!!!
Problem: Monsters die too easy, EW role gets boring, never gets to attack... Heroes don't feel threatened. The first solution is to increase monster stats... but, this fails once the heroes get stronger. And, monsters don't really have characteristics that separate them out well, making them more unique adds interesting variety. Reverse thinking can be a good idea. What are famous fantasy mechanics? What would be the best way to implement similar in HeroQuest?
Keeping everything super simple and as less wordy as possible, this was the Fimir.
Tail bash: Free counter Attack
That tail is huge, it's looks like a threat... so make it one. Not just via an extra Cd6. Attack him and there's a good chance that tails going to give you a good bash, your hands are already engaged with it's hands but, that's only the fantasy aspect of why. If you're a dual wielding weaker room clearer, you might want to avoid this guy, leaving him for the more barbarous or heavily defended types. It also works towards giving the EW more attacks, often only placing monsters to be slaughtered. First guy fails, you get an attack before the 2nd chops your beast to pieces. Counter Attack is a loved fantasy mechanic, to include it in HQ, using the Fimir is the most logical choice.
After a few playtest (or those who know HQ well) this has a few HUGE issues!
but when is this counter attack triggered?
Tail Bash: Free counter attack when attacked
What if it is killed?
Tail Bash: Free counter attack when attacked and not killed
What if it's attacked by a crossbow?
Tail Bash: Free Counter Attack when attacked adjacent and not killed
Per the wording... Even a diagonal attack puts you out of reach, it's for the Heroes to figure that out, if they're a weaker hero, a much better way to attack one, more value to the spear. The fun part of HeroQuest was always the exploration of ways to win it. Coming up with little things that adventures come to realise is the true beauty of creating mods, in my opinion!!!
and
for the BP and MP, and
for dice. So probably those will come back, along with very few others.
in defence