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Using any given or claimed unfamiliar weapon

Discuss new Rules for HeroQuest.

Using any given or claimed unfamiliar weapon

Postby Daedalus » August 12th, 2011, 11:17 pm

As the game is published, there's a few ways for a Hero to have a weapon:

    Start with the weapon on the Hero's Character Card
    Buy the weapon from the Armory
    Receive the weapon from another Hero
    Find the weapon in/on a piece of furniture, such as the weapons wrack
    Claim the weapon from a defeated monster
As Stephen Baker's original game design of HeroQuest had to be simplified and reduced to suit Milton Bradley's mass market, I'd like to suggest a couple more.

But first, I need to define a new concept of weapon familiarity, meaning competence in using a weapon for it's full attack dice value. The first two above-mentioned means of having a weapon automatically include this. For example, the Barbarian starts with the Broadsword, so he gets 3 attack dice while using it. The Hero is trained in the weapon's use, either by dint of character class or right through purchase. In the case of purchase, half of the weapon's cost can be considered a training fee (see below).

Differentiated from this is unfamiliarity, where a weapon is used with 1 less attack die. This is sometimes the case in the latter 3 ways for a Hero to have a weapon that are also mentioned above. If the new weapon isn't a starting weapon or hasn't been purchased by the Hero before, then it's proper use is unfamiliar, accruing the -1 penalty.

To remove the penalty, the Hero must pay half of the weapon's cost between Quests as a training fee. From then on, the Hero may use the weapon to it's full capacity. As an option, Morcar/Zargon may waive this fee if another Hero with starting skill or purchased skill in the weapon trains the unfamiliar Hero. If you use this option, I'd suggest the Hero should first be required to practice for a full Quest with the -1 penalty.

From Morcar's/Zargon's perspective, the training fee provides yet another way to drain the Hero's coffers and slow progression. There's also a perk for the players, as weapons lost through a Rust spell and the like now only costs a Hero half of the weapon's cost to replace.

Now that weapon familiarity/unfamiliarity is defined, new sources of weapons are possible. The first source overlaps with the OP in another thread concerning monster weapons, found here: viewtopic.php?f=38&t=841. Basically, a Hero may now pick up a monster weapon, but he is always unfamiliar with it. If a Hero isn't also familiar with the Armory equivalent of the monster weapon, then another -1 penalty to attack dice is assigned as well, for a total penalty of -2 attack dice. For example, the Elf picks up a slain Orc's sword (3 attack dice, Broadsword equivalent) in the first Quest. He then he only uses 1 attack die while fighting with it, as he hasn't yet had a chance to purchase training with it.

Mercenary weapons may also be used, but only for the remainder of the Quest that the Mercenary died in. The reason for this is the wereguild, part of every mercenary's contract of service. Upon completion of the Quest (successful or otherwise), all of the dead Mercenary's gear is returned to his family as a kind of life-insurance. From a player's perspective, the cost of a fragile Mercenary is better justified if his weapon can be used for the remainder of the Quest. (Still no help with a Scout.)
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