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Party Reputation

Discuss new Rules for HeroQuest.

Party Reputation

Postby Redav » June 20th, 2014, 12:26 am

I know that some people like character advancement but I was wondering whether anyone has done anything for party reputation (or even party advancement?). I was thinking of including reputation which might affect some things, namely item availability and their cost, but maybe also interaction with NPC's interactions and quest type or availability.

It might be a bit over the top and could easily become a beast so I'd keep it a simple thing. I'm hoping my quests / campaigns would have more to them than just finding and killing things so from time to time, instead of being rewarded with quest artifacts, sometimes you could be rewarded with reputation points and cards.

Thoughts?
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Re: Party Reputation

Postby GimmeYerGold » June 20th, 2014, 9:17 am

I think I remember Phoenix's Academy having rules for what a Hero had access to depending on how many quests he had completed. He was awarded different ranks: champion, etc.

and somewhere I saw CP mention that a Hero turning over an artifact to the local magistrate, etc. could boost reputation.

To keep it simple, maybe certain tasks or quests could count toward "extra" quests completed? There could be a small list of "side quests" that Heroes chip away at during their normal quests, and if they complete one (say, turning over at least 2 artifacts) then it counts toward one "quest completed."


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Re: Party Reputation

Postby Gold Bearer » June 20th, 2014, 3:01 pm

Redav wrote:I know that some people like character advancement but I was wondering whether anyone has done anything for party reputation (or even party advancement?).

Barbarian
You are a simple minded brawler who believes that directness is the best way to achieve success. Your strength means you're very good at using some of the bigger weapons.

Race: Human. Class: Barbarian. Equipment: Broadsword.
Attack = 3 Defence = 2 Movement = 8 Body Points = 8 Mind Points = 2
Special Rules:
  • Your natural toughness gives you a basic defence of two combat dice.
  • Your strength allows you to attack with two combat dice when you are attacking with a Club.
  • You are able to use a Bastard Sword to attack diagonally and can wield a Great Mace or Great Flail with one hand.
Veteran: Mighty Swing
  • You attack with an extra combat dice when you make a melee attack if you don't move during the same turn.
  • You are able to wield a Battle Axe with one hand.
Master: Weapon Skill
  • You attack with an extra combat dice when you make a melee attack if you move at half rate in that turn.
  • You are able to wield a Great Axe with one hand.
Legend: Ferociousness
  • Black shields count as skulls when you make a melee attack.

Dwarf
You are a tough Dwarven who is an expert at disarming traps and you are faster than most other Dwarves.

Race: Dwarven. Class: Warrior-Thief. Equipment: Axe, Dagger, Helm.
Attack = 2 Defence = 2 Movement = 8 Body Points = 7 Mind Points = 3
Special Rules:
  • You can use your attacking action to disarm a trap by standing on a directly adjacent square.
Veteran: Axeman
  • Can wield a one handed melee weapon in each hand if at least one is any type of axe and can use them both to attack if you don't move.
  • You are able to wield Battle Axes with one hand.
Master: Anti-Magic
  • You have the option to attempt to counter any enemy spell cast in the same room or corridor or directed at you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield either counters it or rebounds it back against the caster if the spell is directed at you and either way the spell is then discarded.
Legend: Toughness
  • Black shields count as white shields when defending.

Elf
You are a versatile Elvin who is able cast spells as well as use most equipment but you are slower than most other Elves.

Race: Elvin. Class: Warrior-Mage. Equipment: Sword, Padded Armour.
Attack = 2 Defence = 2 Movement = 8 Body Points = 6 Mind Points = 4
Special Rules:
  • You are a level one Magician and choose one spell group after the Wizard has chosen the first set.
Veteran: Enrichment
  • Draw a random spell from the Elf deck at the start of an adventure which is used in the normal way.
Master: Enlightenment
  • You become a level two Magician and draw an additional two spells from the Elf deck at the start of an adventure for a total of three Elf spells which are used in the normal way.
Legend: Fusion
  • You can cast the Fully Merged spell of your chosen element once per Adventure without discarding any spells providing you still have at least one spell of that element.

Wizard
You are a powerful Magician who has fate on your side to make up for your physical frailty.

Race: Human. Class: Wizard. Equipment: Wand (Club).
Attack = 1 Defence = 2 Movement = 8 Body Points = 4 Mind Points = 6
Special Rules:
  • You are a level three Magician and choose three spell groups, choosing one spell group before the Elf chooses and two after the Sorcerer has chosen.
  • Your natural Magical Aura gives you a basic defence of two combat dice.
  • You have two Fate points in each Adventure that allow you to change the outcome of dice rolls. [Works the same as in Advanced Heroquest.]
  • Being a high level Magician, you are limited on the equipment you can use and are only able to use items that specifically state that they can be used by the Wizard.
Veteran: Summoning
  • You can summon the Elemental of the first spell set that you choose by giving up all other actions and using and discarding all three spells of that element.
Master: Wizardry
  • You can cast Combined spells with the first spell set that you choose by using and discarding one of the spells that are usually required and any other as a replacement.
  • You can summon the Elemental of the first spell set that you choose by using and discarding two of the spells that are usually required and any other as a replacement.
Legend: Divinity
  • You can cast the Fully Merged spell of the first spell set that you choose once per Adventure by using and discarding one of the spells that are usually required.
  • You can summon the Elemental of the first spell set that you choose once per Adventure by using and discarding two of the spells that are usually required.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Party Reputation

Postby TMU » June 20th, 2014, 3:12 pm

Atleast in theory this sounds okay.
"There is no greater danger than playing it safe."


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Re: Party Reputation

Postby Redav » June 21st, 2014, 3:42 am

Thanks GimmeYerGold and Gold Bearer (based on your names, I'm not sure you two could ever hang out together without conflict hahaha) but I was talking about the party as a whole, not character advancement / skills
Campaign Status
EU Group: Kellar's Keep - The Dwarven Forge
NA Group: The Gathering Storm - Barak Tor - Barrow of the Witch Lord

Project's Status
Rules: House Rules and Clarifications are open for discussion
Campaigns: Thinking
Alternate Mini's: Planning and acquiring
Painting: I've started painting... :o


Rewards:
Grin's Stone Map Created a Hot Topic. Zealot Miniatures: Twisting Catacombs Kickstarter Backer Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: Party Reputation

Postby Sotiris » June 21st, 2014, 4:24 am

My heroquest parties are playing with the standard clockwise turn (1st hero from Zargon's left and so on..)
When completing a quest i give'em a "token of tactic" (or someone notes it on his sheet as 1 tactic). Heroes may use a token anytime they want and may play the current turn in any order they decide. It's a simple skill/bonus system that benefits all heroes.
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Re: Party Reputation

Postby Daedalus » June 24th, 2014, 12:31 pm

The Rings of Brilliance awarded to each of the Heroes by the Emporer at the conclusion of The Dark Company sound like such a reputation reward. They have no ascribed magical power, which makes them a candidate for a non-magical perk. Perhaps some kind of Man-at-arms/Mercenary reward could be given. This could borrow from Phoenix's Academy advancement rules for hiring Mercenaries or grant a free follower when undertaking Quests for the Empire.

Another way to handle reputation was undertaken in ghan's Champions of the Empire. Upon reaching Champion status after three Quests good and evil options were opened to the Heroes. Those choices affected future Quest paths and determined both allies and enemies in some Quests.

The Mage Knight Boardgame prominently featured reputation in that excellent but complex game. Perhaps this is what you are looking for? I think it would be great to see this featured in Quests, but I think it would require more Quest Notes or items of equipment to fit into the rules, as described above.
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Re: Party Reputation

Postby TMU » July 11th, 2014, 2:34 am

I have some "goals", that my party is trying to achieve. Monster killing stuff. As they do get those, I award them with different praises. Mostly a add-on name, wich makes the heroe more known. Then when visiting some shops for weapons ans suchs, they may get a discount of some items.
"There is no greater danger than playing it safe."


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Re: Party Reputation

Postby knightkrawler » July 11th, 2014, 2:40 am

You can't imagine how funny those names can be. "The Degoblinizer". "Mummy's Boy".
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Re: Party Reputation

Postby TMU » July 13th, 2014, 3:27 am

knightkrawler wrote:You can't imagine how funny those names can be. "The Degoblinizer". "Mummy's Boy".

I'm not sure if those names would do the wow-factor on townfolk :lol:
"There is no greater danger than playing it safe."


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