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HeroQuest with classes and levels

Discuss new Rules for HeroQuest.

HeroQuest with classes and levels

Postby torilen » May 10th, 2012, 8:10 pm

Something I started working on the other day. Figured I'd throw it up here and see if anyone was interested
before I spent more time on it.
Basically - I took the original old school D&D and gave the heroes levels and such.
I also gave my version of the monsters an update, while also giving them experience points that the heroes
get when they kill them.

Let me know if you like it or not. If enough people are interested (say...anymore than 8 or 10...then I'll keep going
on it.

Enjoy.

heroquest with levels and classes.pdf
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Re: HeroQuest with classes and levels

Postby torilen » May 16th, 2012, 8:55 am

Okay - I see some people have looked here, and a few people actually downloaded it.
No comments as of yet, though.
SOOOOO......

I thought I'd work something else out. Tried to make it really simple...and went with a token system,
that would work better with the card system of which HQ makes use...you print out the tokens for your
special abilities and turn them in to the evil wizard as you use them, as you would spells.

You get to choose a special ability after completing quests 1, 3, 5, 7, etc. - so you can get some good
power by the end of the original quest pack - but keeping it based in a limited use token system keeps
it fairly balanced, I think.

I think I'm going to keep going with this one - whether anyone else likes it or not. I kind of like what I've
got going here. I'll post it when I'm done.

This will also eventually have notes for keeping the game balanced - based on the "power level" of the monsters.
I'm working all that out, as well.

UPDATE:
As of 5-18-2012 - added two more characters, the priest, and the thief. Started work on the ranger and the
bard - need some ideas for the ranger, and need to find my notes for the bard. Will finish those up soon.
Includes the actual game play rules now. I kept it very, very close to the actual game system rules. Changed
a few minor things to suit me...for instance, the whole line of sight thing...line of sight only applies for things
like rays, bolts, arrows, and such. For most spells, if you can see something in the room, it's fair game.
I think I changed the jumping a bit too...but not much. I'll add climbing and swimming, but will keep it simple,
much like jumping is.
Also have included the thought that you can train for other characters' special abilities...it'll be a littler harder,
but could offer some great depth for characters the Players make.
Let me know what you think. I think this token system will work out quite well.
...
...
OH YEAH - I have a page at the end with a chart - shows you how many special ability tokens, skills, and
weapon proficienies a character would have after the main quest pack, kellars keep, and return of the witchlord.
Hope that helps anyone who might want to use this.

hero quest role play.pdf
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Last edited by torilen on May 18th, 2012, 9:44 am, edited 1 time in total.


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Re: HeroQuest with classes and levels

Postby Daedalus » May 17th, 2012, 12:03 am

Just took a look at your first version with experience points. I'd say most HQ players aren't looking for an experience point system to track, due to the record-keeping. When I played Warhammer Quest, experience was tracked. It made things more competetive, but also more polite (I'd better not steal my friend's kill). My bud just wanted to average experience altogether--and that's what your other offering presents. My guess is that is the way to go--after X number of Quests dole out a bennie.

On another note, I don't think the experience works out when certain monsters are compared. A Mountain Giant with 13 Body, 4 Defend dice and 7 Attack dice is gonna take several turns to kill off after dealing a heck of a lot of Body Points in damage; on the other end, six Goblins can be killed in just a few turns without dealing much damage at all.

On the whole, I'd say simplify in favor of providing roleplaying depth if you want more Hero Quest players to benefit. Most of us (I think) are in favor of a quick-and-easy system to play, even between Quests.
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Re: HeroQuest with classes and levels

Postby torilen » May 17th, 2012, 6:13 pm

yeah...I like the experience chart - but it is time consuming and not simple.

That's what I figured - most people wouldn't be interested in it. I thought I'd throw it
out there just in case.

That's why I went with the second system. And I must say...it is a lot simpler to do
things by how many quests are completed. AND...using tokens like I did, it makes it
really easy to track what benefits have been used and which haven't.

Thanks for the feedback.


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Re: HeroQuest with classes and levels

Postby Daedalus » May 18th, 2012, 5:52 pm

Did ya ever get the chance to play Warhammer Quest? It seems more in line with your scope of things--more classes, more powers, more monsters, XP, roleplaying abilities, and no doubt some more things I can't think of at the moment.

On another note...
Had a chance to check out the second attachment, and as guessed I like it better. One thing I would try to do is cut down on the amount of rules that need to be referenced, particularly in-game. To that end I'd suggest altering the token system to a card system. By that I mean keep the rules pretty much the same, but print each special ability on a card rather than having a rule that would possibly need a check in the rules book. When a special ability was used, the card would be turned in instead of a token. Enchant Item might need a card with the bare bones rules needed to operate in game and a more complete entry within the rules book. Most other special abilities could be simplified a bit to fit on a card, or just moved directly, word for word.

The skill system works differently, but maybe a combination of cards and tokens could work there, as well.

Progression seems swift compared to the experience point version. Don't know if that's a good or bad thing, just different. Extra Hero is a sound idea--Hero Quest needs 'em. I know many fans feel the same.

The weapon advancement system changes the Heroes' power a lot. My tastes wouldn't stretch it so far, but to each his own. I know you took your time to balance things out with monsters and such. I think that monster selection also has enough variety to work for a lower-powered game, so that's my favorite part.
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Re: HeroQuest with classes and levels

Postby el_flesh » May 19th, 2012, 7:43 am

Beernut's point and advancement system is almost refined.

We hope to be able to offer it by the end of this year if not sooner...
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Re: HeroQuest with classes and levels

Postby torilen » May 20th, 2012, 5:23 pm

daedalus - I've thought the same thing...that cards would be a better means of doing this. However, I can
only get six cards per page, so it would add A LOT to the printing for people in order to make this with
cards.

At least, that is with it in the vertical format that the booklet is in now.
If I included a separate download just for the cards, and created them on the horizontal format,
I could fit eight per page. That would work better, but would still require a lot more printing, I think. As it
stands now, a person can print nearly all of the tokens one player would need with two pages.

I agree that cards with a brief overview of the rules would be a better idea...just won't work for the design.

I can try to work the rules down some, so they would be easier to remember and therefore would cut back on the
need to reference the book once printed. If you have any ideas for this...feel free to chime in. I think I've made them
just about as minimalist as could be made.

Thanks for the thoughts though. I've been working hard to come up with some quality material for the inn lately.
Was posting stuff for a while that wasn't my best work - working on other things at the time. Trying to post better
stuff now. :)


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