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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.
Anderas wrote:* His Wizard has 6 tokens for 3 spells (a total of 18). You gotta roll dice if you succeed to cast or not, and after a certain number of successes, you gain better dice for that roll. The three spells are Fireball for 1-2 damage, healing for 1-2 BP and Stone-skin for 1-2 extra dice. The Game System spells have been sorted and filtered, of these only the (in his view) most useful remain.
Anderas wrote:* Turn order is randomized with a kind of rattle
Anderas wrote:* The Treasure deck has more than a 100 cards, bad cards are not put back into the deck.




Anderas wrote:...Have the variety AND have the balancing is difficult. Effectively it would mean preparing a 25 card treasure deck from scratch, before each quest, by replacing the cards by type - replacing the gold cards with a new gold mix, the trap cards with a new trap mix, the potion cards with a new potion mix... and so on. 20 minutes extra to the preparation. I can understand that this is not the option of choice for most of us.
Anderas wrote:...A treasure card app would be great for that, but then you have screens on the table, and that's a slippery slope, too.




lestodante wrote:So I don't think you are playing a bad HeroQuest, just it is probably no more HQ!






cornixt wrote:Does the elf get anything else to make up for being good with the bow as his only other ability? Good at dodging?
I've never been a fan of the "Vancian" magic systems like HQ and D&D. It never sits right with me that physical skills seemingly have no limits for how many times you can use them in the game, but magic is treated like a bottle of water that can be used up even when the fluff dictates that magic doesn't behave that way. So I made some rules for HQ that mean that magic works the same as combat rolls, and you can buy items that increase the number of combat dice you roll. I kept the same number of spells and the types of things they did, mostly altering how well they worked depending on the number of skulls rolled. I even copied the same system to trap disarming, and you could apply it to any skill you decide to include in the game.
I've made some similar style rules for D&D, but I've not quite worked out the kinks yet for the higher level casting. I always liked the Ars Magica style of magic, made much more sense to me.




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