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BubbaBobba wrote:I can't seem to find any comment on this so far online. I was wondering what the consensus is for using spells during exploration phase? With the way spells are designed for EAH, you could essentially heal your whole party between combat phases very easily and even abuse spells such as open window.
Can anyone shed some light on this? My assumption is that you can only use 3 spells (before having to roll to avoid negative effects) in an entire exploration phase, meaning from when a battle is completed to when the next is begun, rather than every time you move you party up to their 12 squares as this would seem to be far too overpowered.
A damage roll of 10+ always scores a wound unless the target's unmodified TH is 12 or if its modified TH is 14+, in which cases a roll of 11+ is required to damage.
TH tests are resolved as normal (versus the modified stat value if any).



One other rule I can't figure out is how diagonal movement works in terms of moving between and enemy and a doorway. For instance, if there are two heros and two enemies both in the doorway with no other obstacles or characters, could an enemy simply move in a diagonal fashion to go out of the room past the hero blocking the doorway. In turn it would be much more difficult to block doorways and could negate a lot of the issues of bottlenecking that plague the base game.



One other rule I can't figure out is how diagonal movement works in terms of moving between and enemy and a doorway. For instance, if there are two heros and two enemies both in the doorway with no other obstacles or characters, could an enemy simply move in a diagonal fashion to go out of the room past the hero blocking the doorway. In turn it would be much more difficult to block doorways and could negate a lot of the issues of bottlenecking that plague the base game.
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Dieterdg84 wrote:In my playgroup we just finished a Descent 2nd edition campaign that almost took us a year to complete.
So we got very used of using that ruleset of movement, so it felt normal for us to allow that way of cutting corners through doorways or corridors.
I always thought that was the main reason of introducing diagonal movement in the Enhanced edition.
Blocking the doorways with 4 characters could be a tactic. But when my group would start doing that over and over, I would just stick to the PV's rolled on the table but add a long range weapon monster or 2 to the pack.
That way the glass canons are no longer in cover and the party will hopefully change their playstyle. The joys of being a GM
, keeping things fresh for the players.
As you might have noticed, I'm not a native English speaker so below a little visual just to be sure we're talking about the same thing:
I allow this kind of movement in my campaign (after dealing with the Death Zone rule ofcourse).



BubbaBobba wrote:I can't seem to find any comment on this so far online. I was wondering what the consensus is for using spells during exploration phase? With the way spells are designed for EAH, you could essentially heal your whole party between combat phases very easily and even abuse spells such as open window.
Dieterdg84 wrote:Your question was one of the main reasons why I was trying to get in contact with Gunzhard (creator of Enhanced).
The Wizard, Mage and Fighter-Mage are indeed very overpowered in the EAHQ rules. An easy "fix" is to also use the Tremors in the Warp rule during the exploration phase.
Dieterdg84 wrote:Or what I did is reintroducing the spell components. The wizard in my current campaign gets 15 free components per expedition. He can choose to buy more for 25GC each between expeditions.
Dieterdg84 wrote:I'm also using the Toughness houserule RECIVS invented: https://www.recivsprojects.org/advanced-heroquestA damage roll of 10+ always scores a wound unless the target's unmodified TH is 12 or if its modified TH is 14+, in which cases a roll of 11+ is required to damage.
TH tests are resolved as normal (versus the modified stat value if any).
These are the only 2 extra houserules I'm using in my current campaign, and we're having a blast
BubbaBobba wrote:I can't be bothered with additional stat management etc
BubbaBobba wrote:the base difficulty of the game is very high without changing enemy stats etc which is dealt with in Reforged.
BubbaBobba wrote:One other rule I can't figure out is how diagonal movement works in terms of moving between and enemy and a doorway. For instance, if there are two heros and two enemies both in the doorway with no other obstacles or characters, could an enemy simply move in a diagonal fashion to go out of the room past the hero blocking the doorway. In turn it would be much more difficult to block doorways and could negate a lot of the issues of bottlenecking that plague the base game.
Stabsam wrote:I always tried to play the game more aggressively. So i would enter the room completely and prevent those bottleneck situations.
Stabsam wrote:Just standing in the doorways and killing them off one by one makes the game pointless to me.
I wouldn't allow moving diagonally like this and also no diagonal movement around corners. I only allow it in free space and between 2 friendly characters as well.
But on the other hand if you use the door strat allowing diagonally movement like you described seems meaning full since if you truly want to close up doors you would need 2 more characters on the sides. But then the next question arises is this meta really fun to play over and over?
BubbaBobba wrote:Yeah you're definitely right that fighting in doorways isn't fun.
BubbaBobba wrote:I think that the way that characters are scattered in 'reforged' and the full rewrite of how surprise and enemy placement works in re-reforged are both good options.
BubbaBobba wrote:Thematically it would make sense that if the players were surprised, they may have had enemies coming at them from the hallway and are pulled into the room.
BubbaBobba wrote:There's obviously a suspension of disbelief that needs to take place however.
BubbaBobba wrote:Im currently experimenting with using premade battle mats and some new rules regarding room generation to try and spice up combat a bit.
BubbaBobba wrote:I feel that the AHQ combat shines in large open spaces and quest rooms of a 12x12 square space for Instance with the heroes entering in the the room via a staircase would allow for more interesting combat.
Dieterdg84 wrote:Blocking the doorways with 4 characters could be a tactic. But when my group would start doing that over and over, I would just stick to the PV's rolled on the table but add a long range weapon monster or 2 to the pack.
That way the glass canons are no longer in cover and the party will hopefully change their playstyle. The joys of being a GM
, keeping things fresh for the players.
Dieterdg84 wrote:I allow this kind of movement in my campaign (after dealing with the Death Zone rule ofcourse).
BubbaBobba wrote:Yes this is precisely the manoeuvre I was referring to. Personally I think it should be allowed but a strength test or a movement penalty should probably apply.
BubbaBobba wrote:The other thing I'm also considering including in my house rules is the Warhammer Quest version of line of sight for missile weapons. It states that you may fire through anything as long as its not a wall. Personally I think you should be able to fire through a friendly unit with an obscured penalty of +4 range and obviously whichever enemy unit it first in line would be hit, you wouldn't be able to launch over multiple enemies to conveniently hit a specific enemy. I think this would give a lot more use to archers and ranged attacks as often getting line of sight in a small room or in hallways etc is very tedious. Not sure how you handle ranged attacks and line of sight in your campaign but I'd be interested to hear your thoughts.
Dieterdg84 wrote:I agree that shooting through friendly players needs to be possible.
Dieterdg84 wrote:I already find the ranged combat quite limited since the game doesn't allow move & shoot..

RECIVS wrote:Yes, I think reintroducing spell components is the way to go. 15 free components per expedition seem like a lot, though.
RECIVS wrote:What do you mean by "the glass canons are no longer in cover and the party will hopefully change their playstyle"?
RECIVS wrote:So, in total there're three house rules you're using then? By "dealing with the DZ rule" you mean diagonal-reach weapons?
RECIVS wrote:That's why Slev allows move+shoot (or shoot+move) with certain weapons and abilities. My revision allows it too.


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