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Carl Forhan's Rogue vs Original Heroes

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Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 19th, 2014, 7:50 am

I just recently purchased this childhood gem for my son from eBay. I wanted to add a rogue or thief to the mix. I came across a rogue hero by Carl Forhan. Just curious as to how well it plays and is it too powerful compared to the original heroes? Thanks.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Goblin-King » May 19th, 2014, 9:04 am

Post link to rogue?


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Sotiris » May 19th, 2014, 9:09 am

My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 19th, 2014, 9:28 am

Yep that's the one. I main thing I noticed is he has several abilities while the main heroes basically have one special ability.


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Goblin-King » May 19th, 2014, 10:21 am

The rogue has a lot going on. In my opinion it is too advanced to really fit in an other wise vanilla game of Hero Quest.

But you asked if he was too OP.
The auto-hit-only-one-defense-die-daggers are very powerful, but they are basically one-use spells you even have to pay for. They seem balanced enough. Maybe even slightly underpowered?!?
The weapon restrictions are also a negative aspect. Certainly NOT OP.

Then we finally have the sneak attacks. Well, personally I don't like facing rules. Suddenly everyone spends extra time finding perfect spots.
The alternative is just gaining +3 dice on the FIRST attack during a battle. Need some clarification on what counts as a battle!

We assume the rogue quickly acquires the Longsword. 3 dice + diagonally.
That means a 6 dice attack once per battle. That's pretty powerful. Depending on when and if you can reset the ability it may or may not be OP.

Judgement:

All in all I don't think the Rogue is too OP. Strong attacks and spells, but paying gold and limited equipment. It all adds up.
But with Trap disarming, special daggers, sneak attack, equipment restrictions, moving through monsters... This character is way too messy for my taste.
I'd pick a trait or two to give it rogue flavor.
If Carl Forhan had designed the Dwarf he would have Trap disarming, +1 dice against goblins, mine through fallen rocks, -2 to movement and a treasure hunter ability.

Keep it simple :)


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 19th, 2014, 11:53 pm

Sounds good. I can't help but wonder if Mr. Forhan realized how advanced the hero was in the first place. Anyways I guess I could go with some form of sneak attack and maybe moving through monsters. I know there are quite a few customs here as well. Is there a thief custom that is recommended by chance?


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Re: Carl Forhan's Rogue vs Original Heroes

Postby Goblin-King » May 20th, 2014, 2:52 am

Actually, having played Arcane Quest (exactly same rules as HQ) for Android quite a bit lately, I kinda like his take on the rogue/assassin.
Basically she can't equip any equipment to her hands. She dual wields special assassin knives.
All other armor is allowed like normal.

The deal is, she throws only two dice in attack, but all damage is doubled. If both dice hits she does 4 damage. Nice and simple.

So yeah, it's a hero for us gamblin' men ;)

You could create an expensive piece of equipment for later quests that allows the rogue to roll 3 attack dice.

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Re: Carl Forhan's Rogue vs Original Heroes

Postby Sotiris » May 20th, 2014, 3:02 am

Check this one:
Body/Mind: 6/4
Attack/Defense: 1/2
Movement: 2d6
Starting weapon: 4 daggers
- may throw 2 daggers instead of 1, at one or two separate enemies
- may always disarm furniture traps
- begins every quest with 1 of the following available spells:
a) Veil of Mist
b) Swift Wind
c) Invisibility
d) Treasure Horde
- may not use plate mail and always needs 1 hand free of equipment
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Re: Carl Forhan's Rogue vs Original Heroes

Postby wraeccan » May 20th, 2014, 4:19 am

Goblin-King wrote:Actually, having played Arcane Quest (exactly same rules as HQ) for Android quite a bit lately, I kinda like his take on the rogue/assassin.
Basically she can't equip any equipment to her hands. She dual wields special assassin knives.
All other armor is allowed like normal.

The deal is, she throws only two dice in attack, but all damage is doubled. If both dice hits she does 4 damage. Nice and simple.

So yeah, it's a hero for us gamblin' men ;)

You could create an expensive piece of equipment for later quests that allows the rogue to roll 3 attack dice.

Image


Small clarification is that each 'wound' is doubled. If you get :skull: :skull: and the monster gets :blackshield: :blackshield:, you cause no damage. If you get :skull: :skull: and the monster gets :blackshield: , you cause 2 wounds...
She'd be no use in the UK version, but I prefer the wound aspect in the NA version.

Goblin-King and I have been playing the same game. It is a very good version with some interesting ideas.
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Re: Carl Forhan's Rogue vs Original Heroes

Postby Jazzdrummer » May 20th, 2014, 8:34 am

Very interesting. I went on the Arcane Quest website and man I wish they made a version for ipad...lol. I also read a read a few comments made about the assassin and both thought the 2 attack dice was rather weak. Suggestions included giving her 3 attack dice or making monsters roll twice for defense. I haven't tried her out so I can't say one way or the other. What were the rest of her stats? Thanks again for the help. My son is a sucker for the sneaky-types.


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