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Is 2 red dice for Hero move best?

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Is 2 red dice for Hero move best?

Postby el_flesh » July 29th, 2011, 7:32 pm

Ya I gotta say our system is gone beyond HQ for sure. Tho we use the characters, and backstory. Beernut uses the quests to suggest a general outline, but we have moved beyond the board, which he finds restricting with its one character-wide narrow alleys. We use the furniture wherever we can, because it adds to the board in a huge way. It's not D&D; it's not HQ...maybe it resembles more Advanced HQ with the modular board pieces added as you reveal them? I dunno... There are loads of house rules that Beernut had adapted from his own system, which has evolved the HQ we play...
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Re: Is 2 red dice for Hero move best?

Postby ken » July 30th, 2011, 2:05 am

"We use these percentages (or "quarters" if you Britz must think in IMPERIAL style!)" Only us old country boys still think in feet & inches. Most of todays British people are well up in the metric system. Seriously, I think most of us on this Forum have made changes to the original HQ to suit our players. :mrgreen:


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Re: Is 2 red dice for Hero move best?

Postby el_flesh » July 30th, 2011, 9:47 am

While in school they taught us the metric system in 1st grade, my parents of course stuck to the Imperial System they knew.
So today I am wonderously screwed up.
Gasoline, small volumes of liquid (excluding beer), minor weights, food size weights, less than ruler-length, distances on Earth & in space, all physics&chemistry equations: Metric.
Beer, Weight (big time), Aquarium dimensions AND volume, all Bicycle dimensions, dimensions for tool use, ratchet sockets, cold-cuts, uncooked 1/4 or 1/3 lb hamburger PATTIES (but not uncooked hamburger package in-store!), all HQ board and spell effect measurements: Imperial.
Milk, speed: mixed system, 50-50.

http://articles.cnn.com/1999-09-30/tech/9909_30_mars.metric_1_mars-orbiter-climate-orbiter-spacecraft-team?_s=PM:TECH

Yup. I'll make sure it ends with my generation. Metric all the way!
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Re: Is 2 red dice for Hero move best?

Postby ken » July 30th, 2011, 5:20 pm

"dimensions for tool use, ratchet sockets,"
Didn't there used to be US nut & bolt & spanner sizes back in the 50s & 60s :?: We had Whitworth & BSF threads on English nuts & bolts. All gone now of course, all metric. :(


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Re: Is 2 red dice for Hero move best?

Postby Daedalus » July 30th, 2011, 8:54 pm

Ethica's suggestion of a 7 Move seems reasonable. It is the most likely outcome of rolling the movement dice. Compare it to other fixed moves available in the official game:

Mercenaries from the Barbarian Quest Pack and the [British -edit] Wizards of Morcar expansion have the following move values and defend dice:
    Crossbowman, Halberdier ... Move 6 / Defend 3
    Scout ... Move 9 / Defend 3
    [Swordsman WoM...Move 5 / Defend 5 -edit]; Swordsman BQP... Move 5 / Defend 4
Elves from the Elf Quest Pack have the following move values and defend dice:
    Elven Archer ... Move 6 / Defend 2
    Elven Warrior ... Move 6 / Defend 3
    High Alchemist ... Move 8 / Defend 3
    Necromancer ... Move 8 / Defend 4
    Archmage ... Move 8 / Defend 4
Sorcerers from Against the Ogre Horde have the following move values and defend dice:
    apprentice Chaos Sorcerer ... Move 8 / Defend 4
    Chaos Sorcerer ... Move 6 / Defend 5
    Chaos Mage ... Move 6 / Defend 4
Sorcerers from the Wizards of Morcar expansion have the following move values and defend dice:
    High Mage ... Move 5 / Defend 5
    Necromancer ... Move 6 / Defend 6
    Storm Master ... Move 7 / Defend 5
    Orc Shaman ... Move 7 / Defend 5
Sorcerers and named Orcs from the game system Quest Book have the following move values and defend dice:
    Fire Mage ... Move 8 / Defend 5
    Witch Lord ... Move 10 / Defend 6
    Ulag ... Move 10 / Defend 5
    Grak ... Move 8 / Defend 4
Named monsters and Orcs from Kellar's Keep have the following move values and defend dice:
    Dwarven Kings Skeletons ... Move 6 / Defend 4
    Gragor, Ograk, and Borokk ... Move 7 / Defend 4
Named monsters from Return of the Witch Lord have the following move values and defend dice:
    Skulmar ... Move 8 / Defend 6
    Doomguard ... Move 8 / Defend 6
    Witch Queen ... Move 6 / Defend 6
    Witch Lord ... Move 10 / Defend 6

I included the Defend values as they relate to fixed movement. Note that named figures probably have higher Defend dice to compensate for rolling black shields. Another factor seems to be the class of the figure, as a Mercenary Scout moves 1 square faster than the fastest mortal mage. Gravaillon's modifiers for Hero movement could also apply here.

The maximum fixed movement allowance is 10. I'd say that would apply to humans elves as well. A human or elf has a starting move of 8 or 9, depending on training. Plate Mail lessens this to a Move of 4 or 5, as evidenced by the Mercenary Swordsman. This halving of a starting move also parallels the Plate Mail rule of halving the movement dice.

The addition of smaller armor (Helmet, Shield, or Bracers) appears to reduce fixed movement by 1 square. A Helmet (and possibly a shield) don't reduce movement if combined with Plate Mail, as shown by the Mercenary Swordsman (but this may also be attributed to class).

Chain Mail is more problematic, as it seems to not always be accounted for in the Defend value of many figures. Elves wear it, but have only 2 black Defend dice, or 3 with a Shield. Orcs also wear it and have only 2 black shields to defend with, as well (unless named). This may be explained by Elves and other less-than-Hero-status monsters as starting out with only 1 Defend die. -edit Mercenaries ambiguously either wear Chain Mail or Plate Mail. Taking all that into account, and considering class, I'd say Chain Mail reduces the movement of a figure by 2 or 3 squares.

Would it be worthwhile to apply these observations to a Hero's movement, rather than going with an average Move 7?
Last edited by Daedalus on August 1st, 2012, 11:26 pm, edited 3 times in total.
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Re: Is 2 red dice for Hero move best?

Postby Daedalus » August 16th, 2011, 5:57 pm

Here are my thoughts on Hero fixed movement-
A 2d6 move works equally well for an unarmored Hero and one armored with Chain Mail, a Helmet, and a Shield (only Plate Mail shows a 1d6 reduction). A fixed Hero move of 7 would approximate this, but won't parallel other fixed moves in the game. Hero moves could instead be worked as follows:

Mail armor slows down fixed movement:

    Chain Mail, Borin's Armor ........ -2 squares of movement
    Plate Mail .......................... -4 squares of movement

The Wizard should have a starting move of 8. Why: The fastest mortal sorcerers and mages have a move of 8, so a fit Wizard Hero should equal this. Also, based off of an average move of 7, an unarmored, not-so-physical Hero should be just a little faster.
The Elf should start out with a move of 8. Why: Elven Archers wear Chain Mail and Elven Warriors wear Chain Mail with a Shield and both have a move of 6. An unarmored Elf Hero should move 2 faster, equal to the penalty for Chain Mail.
The Dwarf should start out with a move of 7. Why: Though sure-footed underground, a Dwarf's shorter stride is still slower than that of a human or elf. To compensate, a Dwarf Hero suffers half the move penalty of Chain Mail (-1) and Plate Mail (-2).
The Barbarian should have a starting move of 9. Why: He's more fit than a Wizard and used to moving quickly since birth. He should be as fast as a Mercenary Swordsman's move of 5 if he is armored similarly with Plate Mail.

-edited
Last edited by Daedalus on August 21st, 2011, 12:30 am, edited 1 time in total.
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Re: Is 2 red dice for Hero move best?

Postby torilen » August 18th, 2011, 7:42 pm

Okay - so I don't have the brain power to sit and read the various movement systems you guys have
posted, but from a quick glance...they all look well thought out and very nice. :)

That said...I vote for the fixed movement, as well...while giving the dwarf and smaller creatures
less movement. (for example...why the hell does the goblin move so much??? it makes no sense)
As many of you have noticed...I'm kind of stuck on D&D for the most part...so I use movement
in terms of feet typically, with 1 space being 5 ft., and typically give a normal sized 2-legged
creature 30ft movement for just walking and stuff like that.

Again...at quick glance...daedalus ...you system looks pretty good. I'll have to give it another
go when I have more than 4 hours of sleep. (ugh).

And by the way...metrics...really, you overseas bastards. hahaha


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Re: Is 2 red dice for Hero move best?

Postby ken » August 19th, 2011, 2:49 am

"And by the way...metrics...really, you overseas bastards. hahaha"
not so funny, really. Here in UK we had the metric system forced on us, by joining the eec. Huge penalties for business not using it. Us old country boys still use feet & inches. Luckily, we still have our PINTS |_P


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Re: Is 2 red dice for Hero move best?

Postby el_flesh » August 19th, 2011, 9:19 am

I'm kind of stuck on D&D for the most part


Hey, man, D&D paved the way for these RPGs...why not??
Once you figure out the system of modelling a "real-world" (heh) application into your - er- models, it's applicable to anything! Didn't some D&D mechanix come out of simulating WW2 dogfights with model planes? I heard that at some point, anyway...
And as a teen I played FASA Star Trek starship combat simulator. Pretty similar in mechanix again, with a d10 system for checking results of actions.

I think all of our gaming is really alot more similar than different. HQ for me just simplifies it to a more fast paced game. Not everyone wants to roll dice every 30 seconds and consult various charts non-stop. That's the other extreme end, I would say. Alot of the house rules used by people here are somewhere in between the two...
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Re: Is 2 red dice for Hero move best?

Postby Daedalus » August 21st, 2011, 12:37 am

ken wrote:"And by the way...metrics...really, you overseas bastards. hahaha"
not so funny, really. Here in UK we had the metric system forced on us, by joining the eec. Huge penalties for business not using it. Us old country boys still use feet & inches. Luckily, we still have our PINTS |_P

Give an inch , and they'll take a mile. Never let them take your pints!
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