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Elf Spells in first quests

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Elf Spells in first quests

Postby bastianbux » February 14th, 2013, 8:43 pm

Yeah, Twist Wood is a weird one. I remember trying to use it on a Fimir or something, saying that the handle was wood, and the friend playing Zargon saying that the weapon had to be 100% wood, so I never chose that spell again and always thought it was completely useless. I mean, I don't remember any of the enemies ever having wooden staves that they would attack with? So it's basically ONLY for the elven archers?


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Re: Elf Spells in first quests

Postby Daedalus » February 15th, 2013, 7:12 pm

Your friend was wrong. The spell doesn't say the weapon must be 100% made of wood. The spell says "...any wooden weapon, such as a staff, bow, or crossbow...." A Crossbow certainly has metal parts (30%?). Even a bow has string while the arrows have metal heads and feathers.

As Zargon, he was within his rights to judge the spell ineffective against a Fimir battle axe, as it could be justified that such a weapon wouldn't be considered wooden due to the large proportion of metal in its mass. However, I don't think I'd make that call for the same reason you gave. The spell probably won't be chosen otherwise. If you're interested, more explanation is available at the other thread knightkrawler linked to above.
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Re: Elf Spells in first quests

Postby bastianbux » February 15th, 2013, 8:57 pm

I did read that other thread (I think I might have even commented on it, I can't remember) but I think it's a bit of a stretch. I honestly think that the designer of the Elf Quest Pack took some liberties with the original intention of HeroQuest and added something more akin to full-on role-playing ala D&D with Twist Wood. HeroQuest is more black-and-white and doesn't allow much room for interpretation. I honestly feel that the sole purpose of that card was to nullify the elven archers... and that that was poor design on the designer's part. If they actually did intend it to be used on any non-wood predominant weapon, they should have been a bit more explicit. In my house rules, I'll state that as long as the weapon is greater than 50% wood, it will work on that weapon. Or even if the effect of twisting that wood makes the weapon completely useless. I can't imagine how twisting a wooden handle on a spear can make the most important aspect of the spear (the metal piercing tip) ineffective, nor can I imagine the same for any axes. Bows and crossbows: absolutely.


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Re: Elf Spells in first quests

Postby Blackthorn » February 15th, 2013, 9:16 pm

bastianbux wrote:I honestly feel that the sole purpose of that card was to nullify the elven archers... and that that was poor design on the designer's part.


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Re: Elf Spells in first quests

Postby Daedalus » February 20th, 2013, 1:26 am

I could agree with 50% composition as a definition of a wooden weapon, and I might just go with that (or not, I want the spell to be a useful choice outside of the expansion [edit]). I still think a spear would be affected, however. If you make it a pretzel, you have an awkward dagger that doesn't fight as well as a dagger. You could even have the head curve back into the shaft, leaving no way to thrust the point forward. [edit] It is no longer balanced for throwing, so it won't penetrate as well, even in the unlikely event that a throw connected to the target. Less than a dagger is 0 Attack Dice.

As for spiked clubs, those aren't balanced well by the effect of the spell. There I agree with your assessment of the akward fit in the rules. Half damage works for me to patch it up.

All this is just my opinion, no matter how I choose to form it. Yet, anyone who feels differently is also right. The end of Page 5 in Mage in the Mirror states:

    Zargon, study this book carefully! While it is your guide to running
    these adventures, it may not answer every question you have during
    play. When in doubt, use your experience and imagination to make
    the best choice. Remember that you are the ultimate authority in
    your HERO QUEST world!
We're all right. So there. :) [edit]
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Re: Elf Spells in first quests

Postby bastianbux » February 20th, 2013, 11:20 pm

Haha, too true!


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Re: Elf Spells in first quests

Postby tomye » July 22nd, 2014, 3:42 pm

bastianbux wrote:I'm gearing up starting HeroQuest with a bunch of friends who have never played it and/or who (like me) have played it so long ago (two decades ago) that they don't remember much of anything.

One thing that always annoyed me when I was a kid was the whole Elf using one of the Wizard's elemental choices but then later getting his own spells in the Elf Quest Pack. I'm thinking about just starting the elf out with his choice of three of those Elf Spells and letting the Wizard have all four elements. Can any of you lot foresee any reason why this might be problematical? Also, as far as I remember, there is no in-game explanation as to why the Elf suddenly has these new Elf Spells, is there? If there is, I'll discard this idea.


The wizard would be more powerful, especially with the two artifacts, the magic wand that lets him use two spells in one turn and the spell ring that lets him get back a spell once per quest.
You could say that the elf learns the new spells from the other elfs he visits in his home country. Before he didnt know magic, then learned it from Mentor. When he comes back he may learn the spells only known to elfs and is not allowed to teach it to the wizards e.g.
For game mechanics the spells may be too powerful in the early adventures as well since the designer probably didnt have them at that time.
Also the characters want to evolve and become more powerful. Something that normally happens only with equipment. So the have something to look forward to...
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