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Workshop : New Heroes and Complete Set Painting

Discuss compatible Miniatures, Miniature making/painting and share Miniatures you've made/painted.

Re: Workshop : New Heroes and Complete Set Painting

Postby Goblin-King » November 25th, 2013, 8:49 am

Wow! That Thorns/backlash/riposte ability has crazy OP potential. I'm very interested in hearing how it worked out in an actual game.
On paper it looks insane. He will inevitably reach 6 defense. Goblins will explode by touching him! I'm afraid Morcar will just avoid him because of the potential danger in attacking.

But I'll let Seb's fieldtest be the judge.


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Re: Workshop : New Heroes and Complete Set Painting

Postby The Road Warrior » November 25th, 2013, 9:18 am

Goblin-King wrote:Goblins will explode by touching him!


:lol: :lol:
I agree with GK here. This would be the last Hero Morcar would want to attack. It will be interesting to see how this character performs in playtesting.

For what it's worth, I plan to include a knight when I get a suitable miniature. He will have the "no movement penalty when wearing plate armour" skill and that is it (unless I upgrade him to a Paladin!).
He may also be so ridiculously chivalrous that he refuses to accept any reward for completing a quest. His share of the reward may also not be collected by the other Heroes.
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Re: Workshop : New Heroes and Complete Set Painting

Postby Sotiris » November 25th, 2013, 10:15 am

3rd version (same stats):
Knight begins with one token which represents an instant extra strength (or whatever). He can use it on his turn (to move normally if he wears plate armor) OR on one of his defense rolls ("return" damage, the opponent defends normally). When he sucrifices an action he takes back the token.
I think this version is more balanced now.
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Re: Workshop : New Heroes and Complete Set Painting

Postby Spiky » November 25th, 2013, 12:40 pm

I'd still want some ranged weaponry if I was Morcar :)


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Re: Workshop : New Heroes and Complete Set Painting

Postby knightkrawler » November 25th, 2013, 4:50 pm

I offer that same knight (as Questknight) as a starting hero with almost the same stats/special rules combo, so that, when maxed out he will have
3 Attack/6 Defend, and might reach 4 Attack when using a specific sword.

The thing is, he's Warrior class, so he "replaces" the Barbarian who could max out at 5 Attack/4 Defend using my rules. I posted the whys and hows somewhere here. Search for a thread with the keywords "combat stats".
The Warrior player somewhat determines before the first quest if the party tends to play more offensive or more defensive by choosing Clanwarrior, Berserker, Questknight, or Swordmaster. Same also goes for the other three classes, Adventurers, Spellcasters, and Adepts. I also highly encourage my players through rules and words that they choose a different hero from the same class each time they die. Same equipment, new special rules, new way of playing, but only if they want to. Of course they can also exchange existing character among themselves to try something different.
All that is one of the reasons why they don't mind losing/dying once in a while.

Well, I digressed and derailed again. Go figure.
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Re: Workshop : New Heroes and Complete Set Painting

Postby TMU » December 1st, 2013, 10:30 am

G'day mate, and happy birthday :D
"There is no greater danger than playing it safe."


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Re: Workshop : New Heroes and Complete Set Painting

Postby Sjeng » December 1st, 2013, 2:57 pm

Happy birthday!
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Re: Workshop : New Heroes and Complete Set Painting

Postby Seb » December 2nd, 2013, 1:58 am

Thanks guys :D Appreciated!


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Re: Workshop : New Heroes and Complete Set Painting

Postby Sjeng » December 2nd, 2013, 5:05 am

Also noticed you're my age now :D '77 was a good year xD

Many people here have approximately the same age :D
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Re: Workshop : New Heroes and Complete Set Painting

Postby Seb » December 3rd, 2013, 8:26 pm

Similar ages indeed, telling about how well thought out and produced Heroquest was. Much like XCOM : UFO Defense remains a near perfect tactical game after near 20yrs, so does HQ. Better minis or graphics appear, yet all too often fail by comparison. And most of us started gaming on these; we use them as a tide mark and unfortunately, we remain right in that they were very engaging, thought provoking games. Something was definitely in the water a couple decades back.

And it falls to the 'modding' communities to improve and sustain the game they enjoy. Sites like Ye Olde Inn can attest to the success of that, and very impressive mods for XCOM have nearly turned the modern version into the original.

In keeping with this tradition, I posit my groups' take on the Knight :

Image

We found all iterations offered had him slaying just standing there and when he cleared a room we decided against the setup. What we have kept is a thematic goal system, the knight works towards the Shield and obtains a natural bonus. Next, the plate mail for extra defence and enjoy another natural bonus. No extra die or roll tracking, just this = that. Whilst we didn't get the plate, the shield made him survive a couple of scraps just because he could ignore a wound. The group came to a gentleman's agreement the Knight won't use missile weapons, but hand throwing something is not beneath him (I think we drummed up small hand axes, even a wine bottle). Adding that in on his character card just became too wordy.

Ultimately it's about using that original roll attack/defend and not adding to it. So now my mate enjoyed 'ignoring' a wounding roll and aimed to defend against the others, or pensively deciding which Really Nasty Monster(tm) he should focus his shield's trick against during skirmishes.

I imagine when he gets plate, he'll be a good bulwark character for the party (Wizard, Elf, Dwarf Clansman, Knight)


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