Friday, October 5, 2012

Development Log: HeroQuest Monthathon #2 - Items


Between levels in HeroQuest, players may take a trip to the Armory to buy new weapons and armor.  In expansions, players may also stop at an Alchemist's Shop to purchase potions. But because these items are so cheap, players become war machines too quickly.  Here is a fix for the weapons and armor (with the addition of a shortbow):

Dagger (Wizard starts with this)
Attack Dice: 1
Can be thrown at an enemy, picked up when out of combat; Wizard can use
Price: 50 Gold Coins

Shortsword (Dwarf and Elf start with this)
Attack Dice: 2
Price: 250 Gold Coins

Broadsword (Barbarian starts with this)
Attack Dice: 3
Two-handed
Price: 500 Gold Coins

Long Sword
Attack Dice: 3
Two-handed; can attack diagonally
Price: 1000 Gold Coins

Battle Axe
Attack Dice: 4
Two-handed
Price: 1000 Gold Coins

Staff
Attack Dice: 1
Two-handed; Wizard can use; can attack diagonally
Price: 250 Gold Coins

Shortbow
Attack Dice: 2
Two-handed; ranged
Price: 250 Gold Coins
Ammo Price: 25 Gold Coins Each

Crossbow
Attack Dice: 3
Two-handed; ranged
Price: 500 Gold Coins
Ammo Price: 50 Gold Coins Each

Helmet
Defend Dice: +1
Price: 500 Gold Coins

Shield
Defend Dice: +1
Cannot be used with two-handed weapons
Price: 250 Gold Coins

Chain Mail
Defend Dice: +1
May not be combined with Plate Mail
Price: 1000 Gold Coins

Plate Mail
Defend Dice: +2
May not be combined with Chain Mail
Price: 2000 Gold Coins

I also have eliminated some odd restraints from the original game, such as not being able to combine Chain Mail or Plate Mail with a Helmet or Shield.  I understand they did it mechanically to keep things from getting too crazy, but physically it seems silly.

But I have added restraints to balance things out, such as by having more weapons be two-handed, so they cannot be used with the Shield.  I have also made the Shield a lower price than the helmet for this reason.  Oddly enough, the game comes unbalanced by making the Shield empirically less useful than the Helmet, but it costs more.

As for the Tool Kit:  in the original game, the Dwarf's special power is that he can disarm a trap without a Tool Kit, at a chance of greater than 80%.  A Hero with a Tool Kit has 50% chance of success.  So it is completely unnecessary to ever purchase a Tool Kit unless the Dwarf is out of commission.  A Tool Kit is ordinarily 250 Gold Coins, and that seems a fair price then, considering it's a backup plan, and considering I've sufficiently raised the price of every other item.

As far as other items go: I think that the Alchemist's Shop in expansions are not particularly useful, since the potions found when searching for treasure are common enough.

I think his "Heroic Brew" has a 100 proof.
But that doesn't mean there are no additional items besides weapons.  To give the Wizard ways to become more powerful as time goes on, he can purchase spells.  Because the Wizard starts with three categories of Spells, and there are categories left over, he can train a Spell at the cost of 1000 coins a Spell, or 2500 for the whole category.  The Elf can similarly purchase spells, since he has one category to begin with.

But because there is only one card for each spell, the Wizard and Elf cannot purchase the same spell.

I'll create new spell categories for next time, but for now some more spells in game need to be altered for consistency.

Most spells that use dice rely on "red dice", which are standard 6-sided dice with Domino pips.  However, there are "combat dice", also 6-sided, which have three skulls, two white shields, and one black shield.  These should be used for spells, so to correct the text of each (not to copy down all the text, this is just what must be altered, so you need to follow along at home):

Water/Chaos Spell "Sleep":

"...The spell can be broken at once or on a future turn by a monster/Hero rolling one Combat Die for each of its Mind Points.  If a Black Shield is rolled, the spell is broken...."

Fire/Chaos Spell "Ball of Flame":

"...The monster/Hero then rolls two Combat Dice.  For each White Shield rolled, the damage is reduced by 1 point."

Fire Spell "Fire of Wrath":

"...unless the monster can immediately roll a White Shield using one Combat Die."

Chaos Spell "Summon Undead":

"...Roll one Combat Die:
Roll a Skull: 4 Skeletons
Roll a White Shield: 3 Skeletons, 2 Zombies
Roll a Black Shield: 2 Zombies, 2 Mummies"

Colors not included.
Chaos Spell "Summon Orcs":

"...Roll one Combat Die:
Roll a Skull: 4 Orcs
Roll a White Shield: 5 Orcs
Roll a Black Shield: 6 Orcs"

Chaos Spells "Fear" & "Command":

"...The spell can be broken by the Hero on a future turn by rolling one Combat Die for each of his Mind Points.  If a Black Shield is rolled, the spell is broken...."

Chaos Spell "Firestorm":

"...All victims immediately roll two Combat Dice.  For each White Shield rolled, the damage is reduced by 1 point...."

Chaos Spell "Cloud of Chaos":

"...The spell can be broken at once or on a future turn by each victim rolling one Combat Die for each of his Mind Points.  By rolling a Black Shield, the Hero frees himself."

Now that all the major corrections are out of the way, next log will be some inventions.

5 comments:

  1. G'day,

    Aussie HeroQuest fan here. I've had a quick read through your HeroQuest posts - some great ideas in here :) You've clearly put a lot of thought and work into it.

    Have you had a look at other HeroQuest mods or fan sites? Ye Olde Inn is a good place to start. I can also recommend the HeroScribe program for making maps.

    BTW, for the benefit of any puzzled readers out there, I'd just like to point out that the (randomly Googled-up?) image of the Chaos Spell cards in this post actually shows a set of fan-made cards for the European edition. Same goes for some of the other pics, like the dice. So don't panic if your actual HeroQuest gear doesn't resemble them! ;)

    Anyway, nice job, and keep up the love for the old classic games!

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    1. Thanks for the great comment! The only heroquest fan site I've been to is the "Old Scratch Heroquest Forums". I'll definitely check out the other sites you've mentioned. Thanks for the tips!

      As far as the images go, yeah, any that aren't my own maps are just randomly googled images. It's tough to find the perfect picture sometimes!

      Thanks for reading my blog!

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  2. Enjoyed your modifications, but I have a few questions:

    1) Adding ammo for ranged weapons makes sense, but how much do you get and how is it tracked? Also, should these weapons have a range limit?

    2) You state that Chain Mail or Plate Mail cannot be combined with a Helmet or Shield, but the armory says just the opposite.

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    1. Thanks for the tip! I misread the Armory board Because it was in big bold letters I must have made the assumption that they wouldn't mention it if it was common sense, so I must have subconsciously added the word "not" in the description. Oops!

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    2. Oh, and as for 1: Ammo would probably be tracked via the character sheet, and you could easy write down the number of arrows you have just like you do for body points. I don't believe that they should have a range limit, as they currently don't in the normal game, and should act just like any line of sight spell. Since they are so expensive and limiting in other ways, I felt this balanced the weapons out a bit.

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