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
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.
G'day,
ReplyDeleteAussie 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!
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!
DeleteAs 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!
Enjoyed your modifications, but I have a few questions:
ReplyDelete1) 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.
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!
DeleteOh, 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.
Delete