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Full Mod - Quests, Rules, Spells, etc.

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Full Mod - Quests, Rules, Spells, etc.

Postby CraigEllsworth » December 7th, 2012, 3:07 am

Last October, I spent the month working on a HeroQuest mod, featuring new and altered rules, new spells and spell scrolls, a Magic Shop for buying spells between quests, and a mini-Quest Pack of five levels. Because it is all of these things, I figured the best place to put it would be in this subforum :bites-lip:

Anyway, a full printable 12-page PDF an be found here: http://craigellsworth.com/Monthathon/HeroQuest1012.pdf

If you want to see a little more in terms of why I changed some rules, etc., you can read my blog posts about it, starting here: http://scattergamed.blogspot.com/2012/1 ... hon-1.html

I just found this forum from another thread referencing my blog, so I figured it might do to make an official post about it.

Enjoy! (and if you don't enjoy, let me know why so I can fix things :p )

(Oh, I call it a "Monthathon" because it's a pun on "month" and "marathon" :roll: )
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Re: Full Mod - Quests, Rules, Spells, etc.

Postby Ethica » December 8th, 2012, 7:11 am

Hey I read your mod up to the spells where I started to get hungry. Anyway, I like the simplicity you've retained and the way you've brought mind points into the spells. With the exception of how you've changed the courage spell, I don't like that. Also you've de-powered the other 2 fire spells by allowing monsters to use White shields. I like how you've tried to bring a limit on heroes carrying multiple weapons but I think 1 is too low, it might have been what the game makers had in mind originally, but I think 2 weapons is fairer, like a sword and a dagger doesn't seem unreasonable. Other than that the new sPells and scrolls have some good ideas I would like to incorporate into my game too.

There are a whole bunch of other rules you may want to clarify too. Like searching, traps, death etc.


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Re: Full Mod - Quests, Rules, Spells, etc.

Postby CraigEllsworth » December 8th, 2012, 7:39 am

Actually, the two fire spells read almost identically. Originally, they said "If a 5 or 6 is rolled" which is a 1/3 chance of success. There are 2 White Shields per combat die, so that is also a 1/3 chance of success. All I did was switch red dice to combat dice because I felt it was silly that combat dice weren't used in an obvious combative spell. Courage is most certainly different, of course, but that was mostly because I was trying to figure out a way to shove mind points into the Fire Spells.

As far as two weapons go, I might have altered it a little to be more complicated and suggested you can carry a ranged weapon or a melee weapon, but not both, which would have taken care of the superhero conundrum, but I think the text to explain it might have been too long, so I went simpler. "Keep it simple" is the philosophy that carries the most weight with me. I'll consider changing it or adding exceptions.

As for other rules such as searching, traps, and death, as you suggested, I always felt they were clear enough. However, since I may be adding to this mod in the near future, I will re-evaluate the original rules and see what needs to be clarified.

Thanks for the feedback! Happy to know I'm getting my work seen! :)
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Re: Full Mod - Quests, Rules, Spells, etc.

Postby shy-design » December 8th, 2012, 10:06 pm

great stuff, looking forward to using some of your quests in my campaign.

thanks


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Re: Full Mod - Quests, Rules, Spells, etc.

Postby Ethica » December 10th, 2012, 1:57 pm

CraigEllsworth wrote:Actually, the two fire spells read almost identically. Originally, they said "If a 5 or 6 is rolled" which is a 1/3 chance of success.


That must be an americanism, in UK rules it was always a black shield (which makes fireball and fire of wrath instant kills usually.


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Re: Full Mod - Quests, Rules, Spells, etc.

Postby CraigEllsworth » December 10th, 2012, 9:23 pm

Well in that case, if your rules already use combat dice, don't change your own rules. :p
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Re: Full Mod - Quests, Rules, Spells, etc.

Postby Ethica » December 11th, 2012, 5:31 pm

Just wondering why they wanted to depower those spells for the american version when they converted it?


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