So I've been running an ongoing campaign with a new group of players in HeroQuest. It's been great fun and was quite challenging for the heroes at the start. The problem is that the heroes are now crafty to the game's mechanics and usually only unique monsters challenge them. It's been made worse by now as we're half way through Return of the Witch Lord. Kellar's Keep and some of the RotWL monsters have proven to stumbling blocks, thus keeping the fun and challenge, but the undead nature of the RotWL expack means they mow through regular monsters very fast (after all, skeletons are not much more threatening than a goblin). It all comes down to averages. 2 attack die monsters vs 5 defense die heroes.
I've 'cheated' in a few instances to try and make things more interesting, but sometimes I get push back from the Heroes when I do something, so it's been kind of rough finding ways to keep the game challenging and engaging. I don't want to outright kill them, the most fun we've had is when they barely escape. It's especially true since I record the whole thing for YouTube, I want it to be interesting to watch as well. In the end I want to be fair, and to be honest I don't want to get too far into advanced custom rules because I've never gone through the whole thing before despite owning the game and the packs for years now. I think things will improve as we get into the Ogre Horde and even the elf/barb quest packs, they seem to really bring on the tough regular monsters. I'm hoping it's just a case of RotWL not bringing enough hardy monsters to the fore.
So with all that huge exposition out of the way, I'm going to list my current house rules and see what you guys think and if you have suggestions that won't change or break the game too much.
NOTE: If you'd like to see how the current rules are being played out, or to see how my 'heroes' have been playing the game, the playlist
is here with the most recent quest being
The Cold Halls. We are actually on quest 6 of RotWL, so the videos are a bit behind.
Treasure Searches for rooms containing ChestsTypically you can search for treasure anywhere in a room. However, I noticed some chests have traps nearby that wouldn't get triggered with this being the case. Therefore I put in a rule that treasure searches when a room has a chest, must be conducted NEXT to the chest in question to help preserve nearby traps.
Pits and searchesPlayers cannot search a pit as if it was a unique room (directly opposition to the written rules). I do not allow a player to search for traps while in a pit, however I do allow a treasure search for the room the pit is in. This is to allow chests to be searched even if surrounded by triggered pits. If they get a wondering monster, all the better.
Pits and LOSPlayers in a pit do not disrupt LOS. The rules allow for attacking out of a pit at a penalty of 1 die for attack and defense, this is preserved, but spells cannot be cast due to not being able to properly 'see' from in the pit. To keep things fair, monsters cannot perform LOS actions into the pit either.
Weapon holding restrictionNormally a hero can carry any amount of equipment, but I have created a 2 primary weapon rule. A hero can carry two of the same primary weapon if they so desire
Swapping weaponsThe standard rules seem to allow players to use any weapon at any time. This seems to remove any strategy when using a crossbow as it can be countered by just carrying a broadsword. With the primary weapon restriction in play, I also put in a weapon swapping mechanic. A player may spend an action to swap to another weapon at any time in a dungeon. This means it's also easier to keep track of a player who can no longer use a shield due to now using a BattleAxe.
TradingOriginally I made it so that players could only trade potions in a dungeon, I allowed this to anyone in LOS (this clearly was a broken system). Later I found the trading rules included in the barb/elf character expansion packs. Now I allow adjacent trading as a non-action and also allow equipment trading. As per the rule book, this cannot occur if a monster is adjacent to either player, this helps prevent potion swapping in clutch moments.
So now things I'm considering..
Potion UseThe rules are pretty explicit that a potion can restore you from the brink of death. Not using a potion until you hit 0 body points really helps since you NEVER have to waste that potion. This seems to be a major issue with me killing heroes, often I have to 'break' their potions first before I can do anything else. I'm considering removing this base rule and making the heroes use their potions in advance. I think allowing them to be used any time EXCEPT during a killing blow may still be a fair rule. This is one I've debated on as the current run seems easy, but the heroes may need those potions in the harder packs like Ogre Horde.
Continual questsSo with Ogre Horde on the horizon for my group, I like the idea of doing the adventure series variant, where they can't rest or shop between missions. The rules allow for 5 'potions' that restore full body points when used for this mode. Even if I do the above rule, I think these 5 potions are more 'lives' than potions, so I don't think I'd apply the above potion rule to this special feature of Ogre Horde. That said, I then have to consider the act of trading said potions. Since they are "full bp" resotrals, letting a wizard trade his to a barbarian seems somewhat broken. I think the 5 potions should stick as a 'life' counter and make the heroes think strategically about their resources.
I think that's everything, I'll update if I think of anything more.. This is the first I've really put my thoughts to paper on how the quest has been going so I apologize if this seems disjointed or hard to follow. I look forward to any feedback or suggestions you guys might have. Thanks.