Make a small donation to Ye Olde Inn!
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.


Make a small donation to Ye Olde Inn!
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.
Blackthorn wrote:The rules state "a monster's attack strength is based on it's natural abilities and does not depend on a weapon" so I've never worried about what weapons the monsters had.
When you get to the expansions you have monsters with specified weapons like the elven archers, evil mercenaries and the polar warbear, but I think getting overly complicated about the monster's equipment is not in the spirit of the game (darn you, twist wood spell).
If we pay too much attention to the monsters weapons the heroes may start to ask why they can't take them after the monster is killed
Daedalus wrote:I figure most Zargon/Morcars out there have had a Hero player try to take a monster's weapon before. If it's a Battle Axe or Broadsword, why shouldn't they? Too shoddy for Hero use is the stock answer. Gotta be, otherwise the Heroes power up too quickly. The game is designed for buying equipment. It's described on p.14 of the N. A. ed. Instruction Booklet:
H A Trip to the Armory
... Between Quests, you may use
gold coins to purchase powerful
weapons and protective armor from the
Armory. (See cardboard platform.)
These weapons allow you to increase
your attack and defend strength, and
may also give you unique combat
advantages.
Nowhere in the Instruction Booklet is it mentioned that Heroes are prohibited from using a monster weapon, however. The omission is taken as a common-sense restriction in order to preserve game balance. Far be it from me to be bounded by common sense...
Go ahead- let a Hero use a monster's weapon! But remember, such a less-than-powerful, non-Armory weapon is shoddy and weighted for monsters, not Heroes. As such any monster weapon is used with 1 less combat attack die in the hands of a Hero. For example, an Orc's 3 dice Braodsword is worth only 2 dice, lowering it to the effectiveness of a Shortsword. Also, it can't be sold- it's just too crappy. Lastly, it can be easily damaged- anytime it is used for attack and the dice result is all white shields, then it is broken and forever useless (adapted from a houserule Phoenix worked on [edit]).
The Battle Axe of a Chaos Warrior is cursed with dark runes of evil. No Hero can use them without succumbing to their enchantments. You might want to tip a rash Hero with a premonition, as he must resist a continual Command spell effect or be controlled by Zargon. The Gargoyle's giant broadsword and whip are just too big and cumbersome to use effectively.
Those are the base game's monster weapons. Others should be altered in a similar manner.
The weapons rack can be a little more interesting now, as semi-valuable weapons can be given more freely.












rolls
to attack and
rolls
to defend?

rolls
rolls




Users browsing this forum: No registered users and 8 guests