Need help finding some house rule solutions
Hello all:
Pardon my ignorance, but I'm trying to find some good house rules on two subjects, the issue of fixing the wizard, and a way to stop the heroes from dragging the game out when all visible enemies are dead.
To the first, Wizard House Rules:
I found Slev's "A Way to Fix the Wizard - Cantrips" and "Heroquest Revised Edition" and CynthiaLee's "The Wizard Clearing House of House Rules" threads.
What has the community found to work the best from these solutions in their playtesting?
Also, are there other threads dealing with the subject of fixing the wizard that I missed?
As to the second, I've seen mention of fate tokens implying a fate system but for some reason my search-fu isn't turning anything up when I search for these terms. A fate system sounds like a solution, as I've seen it used in other games like Descent 2nd Edition.
Any help in pointing me in the right direction is appreciated.
Pardon my ignorance, but I'm trying to find some good house rules on two subjects, the issue of fixing the wizard, and a way to stop the heroes from dragging the game out when all visible enemies are dead.
To the first, Wizard House Rules:
I found Slev's "A Way to Fix the Wizard - Cantrips" and "Heroquest Revised Edition" and CynthiaLee's "The Wizard Clearing House of House Rules" threads.
What has the community found to work the best from these solutions in their playtesting?
Also, are there other threads dealing with the subject of fixing the wizard that I missed?
As to the second, I've seen mention of fate tokens implying a fate system but for some reason my search-fu isn't turning anything up when I search for these terms. A fate system sounds like a solution, as I've seen it used in other games like Descent 2nd Edition.
Any help in pointing me in the right direction is appreciated.
rolled, the EW may draw an event card, which he may play directly or save for later use. Usually these are detrimental effects for the Heroes, so they are more or less pushed forward to finish the dungeon in good time, rather than to dally around.