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Jalapenotrellis wrote:Did you say elf quest pack before barbarian Quest pack? I was looking at that thread about what were the quest packs should be played... They said the opposite on the first page. Maybe I didn't read far enough?



Kurgan wrote:I'm playing in the following order:
GS-->KK-->ROTWL (actually, I had my heroes, who include veteran players, play a few remixed versions of quests from these packs, then move on..)-->ATOH-->WOM-->Dark Company-->EQP-->BQP
even so, I have someone playing the solo EQP quests simultaneously (any gear/loot will translate over, if they survive).
I prefer to think when these new spells become available, they are "unlocked" for the rest of the time. the players can always choose not to use them.
In those quest packs where they say you can't return to the surface to trade/buy, etc. I would still let them choose new spells, since the spells are presumably something inherent, that the character knows, rather than requiring materials (if they did, as in my Alchemist variant of the Wizard, he wouldn't be able to change spells here).



Kurgan wrote:Fair points. In the end you can mix it all any way you like, you're the GM. It's all from the world of Hero Quest.
I haven't played with the new spells yet myself, but the general opinion on here seems to be that they're under powered compared to basic ones. For me it seems like a lot of wildcard powers for specific situations, vs. the basic "attack" spells used to destroy an enemy and healing spells used to save your bacon. I'm a simpler gamer, so that's what I go for. The other stuff requires cleverness and strategy... waiting for the right moment.



Maurice76 wrote:In my group, I've opened the full board to them - including the Alchemist Shop and the likes - from the very first mission. It gives an overwhelming amount of options, but initially they won't have much gold to buy stuff anyway. Only the amount of Spells might be an issue; however, the Wizard player in my group doesn't mind and he enjoys selecting the proper spells from such a huge pool. The Elf player sticks with the Elf Spells.

wallydubbs wrote:Do you still only allow the Wizard 3 sets of spells and the Elf 1 (or just 3 spells from the Elf set) at the start or the game?


Pancho wrote:I'm inclined to agree with both of you, although I make the Wizard Run the Gauntlet (or other difficult quest) before he gains the new spells. It lends some incentive to fight the Cabiri Lords if the Wand of Galimateus gives the Wizard Hero access to more spell decks. The wand artefact as written is a bit meh, considering that the Cabiri are fearsome dudes to face.


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