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The Wizard Clearing House of House Rules

Discuss new Rules for HeroQuest.

Re: The Wizard Clearing House of House Rules

Postby sajungzak » November 22nd, 2014, 4:02 pm

The way I see it, the healing spells are akin to the healing potions. Only they can't be stockpiled and only one player can use it, and only on their turn.
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Re: The Wizard Clearing House of House Rules

Postby Anderas » November 22nd, 2014, 4:09 pm

You play them so that the wizard can only heal himself? That'd be another thing.

Nevertheless, if he has one attack dice in NA, he'd feel useless from time to time.

This is why I start to like the thought of "Cool Down Time" or "5 Mana each turn 1 is reloaded" and afterwards you allow 80% of the spells to be reused.

Well, KK's Fireball Staff does the same; additional 2 or 3 Spell sets would also do the same in the end.


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Re: The Wizard Clearing House of House Rules

Postby sajungzak » November 22nd, 2014, 4:13 pm

No, I mean unlike a potion, which can be used by anyone, a spell can only be performed by the spellcaster. He can cast it on whomever he chooses. He cannot give it to the barbarian to use when he likes.

The wizard 's staff artifact will give him 2 ad plus diagonal.
The wizard's cloak is found in quest 6, giving a total of 3 dd
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Re: The Wizard Clearing House of House Rules

Postby The Road Warrior » November 22nd, 2014, 5:07 pm

sajungzak wrote:The wizard 's staff artifact will give him 2 ad plus diagonal.
The wizard's cloak is found in quest 6, giving a total of 3 dd


Ah. So I did miss something, NA wizard can get to 2 attack and 3 defend. :roll:
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Re: The Wizard Clearing House of House Rules

Postby sajungzak » November 22nd, 2014, 5:12 pm

Like the spell ring, someone could make cards for elemental rings. Save the earth and water for one of the expansions.
You could even use the wording on the gem cards for the Circlet. Just edit it a little.
Ruby Ring
This bright red Ruby is warm to the touch. It glows with an unearthly inner flame, and can only be worn by the wizard. It will store one set of fire spells, giving the wizard the ability to cast each fire spell twice per quest.
Amethyst Ring
A powerful purple aura emanates from deep within the center of this holy jewel, and can only be worn by the wizard. It's power will increase the wizard's resilience by one Body Point.
And so on. I however cannot use the wonderful programs found here, so making my own cards does not come out well. All i have is a chromebook, and unless someone makes one that will run in the chrome browser, I'm stuck with the free sites who don't let you add your own fonts.
Once I have it I can print it out just great.
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Re: The Wizard Clearing House of House Rules

Postby knightkrawler » November 23rd, 2014, 4:51 am

Anderas wrote:KK's Fireball Staff does the same; additional 2 or 3 Spell sets would also do the same in the end.


The Fireball Staff has the following advantages:
- The additional "spells" are offensive, so the wizard gets to fight more, without always risking BP in close combat
- The "spells" stretch his scope of using or keeping individual spells
- There's no overpowering the Wizard with Healing Spells
- It's a simple way to introduce a 2 AD weapon for the Wizard (more is too much fluff-wise)
- The staff includes 2 AD in close combat and diagonally (NA artefact)
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Re: The Wizard Clearing House of House Rules

Postby sajungzak » November 23rd, 2014, 11:20 am

I like it, kk. My only problem is that it replaces/negates/enhances an existing artifact.
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Re: The Wizard Clearing House of House Rules

Postby sajungzak » November 23rd, 2014, 11:52 am

All this about the wizard has me wondering if, maybe the only thing the wizard needs is a good player. I'm liking the idea of switching heroes between quests. This should increase cooperation while decreasing the players attachment to their characters. Everyone gets a chance to play each hero.

Aaand, it makes it more board-gamey and less rpg-ish.
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Re: The Wizard Clearing House of House Rules

Postby mako-heart » November 23rd, 2014, 12:36 pm

I have solved this problem by simply giving the wizard a long sword that is intelligent and must be named by the player and is immune to rust. I also allow the wizard to have all the elemental colleges. The elf gets the elf deck of 3 spells I pick. I also use sejungs armory that has the bracers and the cloak on it, which all of our players pool the gold to advance the wizard first since he has the lowest bp. I have also included a ring of brilliance (plus 1 to any stat permantly ) for our buddy the wizard. in my games the wizard is the leader and tells everyone what to do as well. :2cents:
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Re: The Wizard Clearing House of House Rules

Postby knightkrawler » November 23rd, 2014, 1:21 pm

sajungzak wrote:I like it, kk. My only problem is that it replaces/negates/enhances an existing artifact.


The Fireball function could be a cumulative second artefact that can be loaded into the Staff when found. Two cards, one of which only works with the other.
When the Wiz loses an artefact some way or the other, the Staff can not be taken before the Fireballization. Because: The staff is one of the most important and difference-making artefacts from KK or RotWL onwards when playing NA rules since the Wiz can't have the other shiny fighty artefact bits.
I always thought of it that way.
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