• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Stealth Rules

Discuss new Rules for HeroQuest.

Stealth Rules

Postby banjo_oz » March 21st, 2024, 3:29 pm

The following is my attempt to add very basic stealth mechanics and gameplay to HeroQuest. I deliberately made them as simple as possible so that no extra book-keeping, new stats or other gameplay modification was required.

https://banjogames.wordpress.com/2024/0 ... lth-rules/
User avatar
banjo_oz

Fimir
Fimir
 
Posts: 56
Joined: December 3rd, 2011, 10:02 pm
Location: Australia
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

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.

Re: Stealth Rules

Postby burglekutt » March 23rd, 2024, 3:51 pm

A Sneaking Hero has their Movement reduced to 1 red die (with a minimum of 1 red die,

This is assuming the heroes last turn left him right outside the door and ready to start Sneaking this turn. But what if he's only 2 or 3 squares short of the door? Does he still roll his 2d6 to get to the door & then gets to roll his 1d6 to Sneak, or does he need to wait till next turn to enter the room Sneaking?
This is a problem I've always had understanding.

Another thing to ask is how many turns should it take for a Sneaking hero to navigate around a room (monsters) and exit before being spotted?
A 4x4 room with a door at each end could require between 8 to 12 squares to maneuver and get out of sight. That's why I'm suggesting he rolls 2d6 and you pick the higher Dice so that it takes no more than 2 or 3 turns. 3 turns is still pushing it for me though & I'd prefer 2 turns maximum otherwise the hero risks getting caught every time.
Never mind he might have to waste another turn disarming a trap along the way, he could be in that room 4 or 5 turns if you're not careful :D , almost assuredly getting him caught every time.

I'm still working on a Sneak rule for my game.
Last edited by burglekutt on January 23rd, 2025, 12:32 pm, edited 20 times in total.
burglekutt

Ogre Chieftain
Ogre Chieftain
 
Posts: 227
Joined: February 10th, 2018, 5:46 pm
Location: United States
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member

Re: Stealth Rules

Postby burglekutt » April 24th, 2024, 6:04 pm

Hope my question made sense because I still don't have a good Stealth rule in place yet for my game.
burglekutt

Ogre Chieftain
Ogre Chieftain
 
Posts: 227
Joined: February 10th, 2018, 5:46 pm
Location: United States
Forum Language: English (United States)
Hero:
Evil Sorcerer: Zargon
Usergroups:
Champion Group Member


Return to Rules

Who is online

Users browsing this forum: No registered users and 1 guest