Well, I think it's fun to devise rules for new in-game situations, and you came up with some great ideas. On the other hand, I find riding in HeroQuest somewhat odd...
I always have a dungeon before my inner eye, underground hallways and labyrinthical passages. Most quests fit into this, and the gameboard enhances this idea. Of course there are overland quests, where riding could be appropriate, but I'm talking about "normal" HeroQuest here.
Horseriding in a dungeon (or any building) is difficult and even dangerous. So I think it's fitting that there are no riding rules in the original system. When we introduce "mounted combat rules" (and as said before, I'm always for making up house-rules for new situations), I would think it appropriate to take the hazards of riding under a ceiling into account.
This would also make for better balance. A mounted enemy (or hero) would certainly have some advantages regarding movement and combat, but on the other hand face some difficulties.
I can think of the following:
1 - The mount moves too near at the wall, so the rider may be injured or fall off.
2 - The mount rears up and the rider's head is rammed to the ceiling. My own great-grandfather died this way (of course, he didn't ride into a dungeon, just inside a stable).
3 - The mount is unnerverd by the combat and buckles or bolts.
1 and
2 would only be relevant in dungeons (not overland quests),
3 would be relevant only in combat situations (but in dungeon and overland quests alike).
How do we put this in rules? Well, of course we can roll a die every time a rider moves, but perhaps you can come up with more elegant solutions.
Here's a sketch:
- If a rider moves or fights, the player rolls a die. Only one test is made per game turn - you may have to test for both movement and combat, but not for movement, combat, and movement again, even if you split your move.
The first action determines the first test (i. e. if you move towards an opponent, you test first for moving, and if this test is passed, you face the enemy and test for combat, but if you already stand adjactand to an opponent, you test for combat first, and if you pass the test [and win the combat itself], and want to move on, yout test then for movement).
If a rider starts movement in a corridor and moves into a room, for simplicity just consider him riding "in a corridor", and vice versa. - When riding in a corridor, roll 1D6. On a result of 1 or 2, something goes wrong. Roll another D6 to determine the results:
1-4: The mount runs along the wall, grinding the rider's leg to the rough stone. Take two combat dice of damage for every five squares of movement. Test against Strength with a D6. If failed, the rider falls off his mount at half way.
5: The mount rears up, and the rider takes four combat dice of damage without defense (except for a helmet, which gives two defense dice).
6: The mount buckles. The rider can take no movement or other action this turn. He also has to test against Strength or fall off, taking 2 combat dice of damage. - When riding in a room, roll 1D6. On a result of 1, somthing goes wrong.. Roll another D6 to determine the results:
1: The mount runs along the wall, grinding the rider's leg to the rough stone. Take two combat dice of damage for every five squares of movement. Test against Strength with a D6. If failed, the rider falls off his mount at half way.
2-4: The mount rears up, and the rider takes four combat dice of damage without defense (except for a helmet, which gives two defense dice).
5-6: The mount buckles. The rider can take no movement or other action this turn. He also has to test against Strength or fall off, taking 2 combat dice of damage. - When fighting (attacking or beeing attacked), roll 1D6. On a result of 1 or 2, somthing goes wrong.. Roll another D6 to determine the results:
1: The mount rears up, and the rider takes four combat dice of damage without defense (except for a helmet, which gives two defense dice).
2-4: The mount buckles. The rider can take no movement or other action this turn. He also has to test against Strength or fall off, taking 2 combat dice of damage.
5-6: The mount bolts. Immediately make an extra movement at the mount's maximum speed. The direction of this move is determined by the enemy player. Make a test against Strength or fall off, taking 2 combat dice of damage. On every succesive turn, make another test against Strengh to take control over your mount again. Add one to your Strengh every turn (for this purpose only), as the mount will calm down by it's own over time.
Looks a bit much, but in effect, it's mostly just one die roll per turn. Then again, i would be happy if you find a more simplified, "elegant" rule.
Patroclus wrote:The move-attack-move is good for monsters with multiple attacks, like bosses for example, but for single attack only in corridors it has some meaning. The bad is that if they are more of them, they could hit the same target by doing move-hit and go back, to leave space for the second to go forth hit and move back, and this means that they could kill a hero in a round. So, a pack of these monsters is not a good idea.
Don't think so. Remember, there is a rule prohibiting passing the same square twice in one turn. As (at least to me) the original movement rules still apply to riders, this would effectively prevent a multiple-attack-monster from moving about in a room to hit the same hero again and again, restricting the splitted move to what Nephew probably ment it to be: a "charge", taking advantage of the momentum of the running mount.
My
