AHQ reforged Qs
Hi there,
I had some time to actually play the game. I was using Slevs updated reforged rules and had some uncertainties how some of the rules work.
I am also not sure if Slev has enough time to read through the forums, so i would like to know, how some of you reforged players interpret the following rules:
-1. when creating a character, can i purposefully choose the same equipment allowances to buff the brutal damage? (i.e. 3 ticks possible and all 3 ticks in the same wep) It seems a little bit op to create +3 brutal damage that easy.
-2.how do you access more heroic feats, besides choosing the combatant?
-3.combat phase: can a character move twice, or does he need to move and run since you cannot do the same action twice?
-4.fearsome rule: does the fearsome rule apply when the hero moves into the deathzone of a monster to attack it- or does it only come into play when the hero already starts his combat turn in a deathzone of a fearsome monster?
by the way. I had a barbarian with bravery 5 and thought it would be a good idea to run him into an undead dungeon ( not knowing that all enemies are fearsome). Most of the turns he couldnt attack, since i interpreted the rule that he also needs to make a bravery test when he approaches them. The result was he barely could attack and it also made the game kinda boring cuz i was just rolling dice after dice to finally hit once while the monsters had a great time on beating him up.
-5.enemy mages and spells: my interpretation was, to roll up a random spell then use his materials if he had enough. If he didnt have enough materials he couldnt cast the spell. And he also needs to do a test on his Intellect. Is that correct?
-6. when using the BLOCK ability, does it block 3 damage dice of a hit or only 1 damage dice of 3?
The following arent really Qs rather observations:
-7. The newest update suggests to roll 2 dice in the GM phase, if there is no battle phase. One for wandering monsters and 1 for traps. And in addition to that also the dungeon level is added to create more danger on higher levels. In my experience this seems a little bit much. I rolled once and a roll of 1 was wandering and 12 was traps.
-8. That is not really a question but i think the lowered toughness feels very good. Also the amount of monsters, that are created by party amount feels very good and allows to play solo heroes!
-9. The table for rolling for rooms gives you almost always either an hazard room or a lair. Well i feel its a little bit to busy. i would like to have a higher chance of finding just an empty room in contrast to always having something happen!
-10. the only thing i still dont really like is, no matter how many damage dice you roll, you only roll 1 dice to see if you hit.
by the way. i though about creating an ogre to avoid the fearsome rule in soloplay!
best Markus
I had some time to actually play the game. I was using Slevs updated reforged rules and had some uncertainties how some of the rules work.
I am also not sure if Slev has enough time to read through the forums, so i would like to know, how some of you reforged players interpret the following rules:
-1. when creating a character, can i purposefully choose the same equipment allowances to buff the brutal damage? (i.e. 3 ticks possible and all 3 ticks in the same wep) It seems a little bit op to create +3 brutal damage that easy.
-2.how do you access more heroic feats, besides choosing the combatant?
-3.combat phase: can a character move twice, or does he need to move and run since you cannot do the same action twice?
-4.fearsome rule: does the fearsome rule apply when the hero moves into the deathzone of a monster to attack it- or does it only come into play when the hero already starts his combat turn in a deathzone of a fearsome monster?
by the way. I had a barbarian with bravery 5 and thought it would be a good idea to run him into an undead dungeon ( not knowing that all enemies are fearsome). Most of the turns he couldnt attack, since i interpreted the rule that he also needs to make a bravery test when he approaches them. The result was he barely could attack and it also made the game kinda boring cuz i was just rolling dice after dice to finally hit once while the monsters had a great time on beating him up.
-5.enemy mages and spells: my interpretation was, to roll up a random spell then use his materials if he had enough. If he didnt have enough materials he couldnt cast the spell. And he also needs to do a test on his Intellect. Is that correct?
-6. when using the BLOCK ability, does it block 3 damage dice of a hit or only 1 damage dice of 3?
The following arent really Qs rather observations:
-7. The newest update suggests to roll 2 dice in the GM phase, if there is no battle phase. One for wandering monsters and 1 for traps. And in addition to that also the dungeon level is added to create more danger on higher levels. In my experience this seems a little bit much. I rolled once and a roll of 1 was wandering and 12 was traps.
-8. That is not really a question but i think the lowered toughness feels very good. Also the amount of monsters, that are created by party amount feels very good and allows to play solo heroes!
-9. The table for rolling for rooms gives you almost always either an hazard room or a lair. Well i feel its a little bit to busy. i would like to have a higher chance of finding just an empty room in contrast to always having something happen!
-10. the only thing i still dont really like is, no matter how many damage dice you roll, you only roll 1 dice to see if you hit.
by the way. i though about creating an ogre to avoid the fearsome rule in soloplay!
best Markus