The Hook: Completely new set of Heroes. Each main class (Barbarian, Dwarf, Elf and Wizard) each divided into 4 sub-classes. Each sub-class has its own unique abilities and attributes.
Why? A couple friends and I pulled out HQ a couple years ago for nostalgia's sake. We played through Quest 1 and had a ton of fun. However, we had a common feeling that the base characters were a little bland - even considering the possible upgrades throughout all of the campaigns. I spent countless hours creating these characters and would love to share with anyone who might have an interest. We've also spent many hours play-testing these characters for balance. There are still some bugs to be worked out, but things are pretty stable thus far.
Here's a list of the new heroes:
BARBARIAN
• Berserker
• Paladin
• Shadow Knight
• Shaman
DWARF
• Cleric
• Slayer
• Protector
• Dwarven Spirit
ELF
• Assassin
• Ranger
• Bard
• Vampire
WIZARD
• Elementalist
• Necromancer
• Blood Mage
• Chaos Warlock
Here is the PDF with everything laid out: http://www.filefactory.com/file/64gwloz8zv3b/n/HeroQuest_-_New_Characters_pdf
With these new characters, we found that their power was slightly increased over the vanilla heroes. So, we made some rule changes in favor of Zargon to re-balance everything. These changes, as we've found, have made a profound impact on the depth of the game and to date, we have loved every minute of play.
The rule changes are outlined in the PDF, but here are some high level alterations:
-Zargon's army defends as the heroes (using white shields)
-Zargon's army has increased hit points (all monsters below Fimir)
-Each of Zargon's turns where he is not actively controlling monsters, he gets a chance to roll for a wandering monster. This really ups the tempo of the game.
-Give heroes tactical/statistical advantage for making quick work of their enemies. Once a new set of monsters is sighted, there is a single round of play where bonuses are granted for a 'surprise attack'.
-Introduced 'critical' damage chances. Gives the whole combat system a new level of depth.
-Changes the line of sight rules when an object obstructs the vision between two characters. The recipient of the action (being attacked or has a friendly spell directed toward) now has the option to 'duck' behind objects or stand tall to receive the action. This makes placement even more strategic.
-Directionality of monsters/heroes now has meaning.
Anyway, I just wanted to share. Any type of feedback is absolutely welcome!
Thanks,
Joe







