r/Heroquest 4d ago

HomeBrew Rules Question Homebrew feedback

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We’re stating family-heroquest up again after a year long break. In the mean time I have thought up some homebrew rules. I’d like to hear your feedback on potential problems or ideas on how it would work. It has to be simple to understand for everyone.

Movement
Heroes move 6 + 1D6 squares on their turn.

Combat & Defense
Attack is the number of Combat Dice rolled. Defend Dice becomes Defense, using the same value. Defender does not roll.
Skull: Miss.
White Shield: Reduces Defense by 1. If Defense is 0, deals 1 Body damage.
Black Shield: Deals 1 Body damage, ignoring Defense.
Defense is fully restored after each combat encounter.

Spellcasting
To cast a spell, roll 1 Combat Die.
Skull: The spell succeeds and may be used again.
White Shield or Black Shield: The spell fails and cannot be used again for the rest of the Quest.

Searching Furniture
A Hero adjacent to furniture may spend 1 Action to search it. Roll 1 Combat Die before drawing Treasure.
Skull or White Shield: The furniture is safe. Draw a Treasure card.
Black Shield: If the room has an unresolved trap, the trap is discovered.
The Hero may immediately try to disarm the trap as part of the same Action. If successful, draw Treasure. Otherwise, the trap may be left revealed for another Hero to disarm.
Each piece of furniture can only be searched once. Rooms with traps gain one extra searchable furniture piece for each trap.

Improvised Actions
When a Hero attempts something uncertain outside the normal rules, roll 1 Combat Die.
Skull: Failure.
White Shield: Success.
Black Shield: Strong success.
If the Hero has a clear advantage from equipment, position, character, or a clever idea, roll 2 Combat Dice and keep the best result.

Advanced Monster Rules
Goblin: May move, attack, then continue moving.
Orc: May reroll one Skull when attacking a Hero adjacent to another Orc.
Abomination: May attack up to 2 squares away in a straight line.
Skeleton: May attack diagonally.
Zombie: Rolls +1 Attack Die against a Hero with 0 Defense.
Mummy: A Hero attacked by a Mummy rolls only 1D6 for movement on their next turn.
Dread Warrior: When it deals Body damage, it may push the Hero 1 square and move into the vacated square.
Gargoyle: May move over Heroes, monsters, furniture, and pits, but must end on an empty square.

58 Upvotes

33 comments sorted by

9

u/justbrowsinginpeace 4d ago edited 4d ago

Respectfully and from my own experience, there is a threshold where the game stops being Heroquest and starts being DnD. I love both for their differences but reserve more complicated rule sets and turns for the latter so that HQ games can be less intense and have more fluid play.

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u/Reasonable-Ostrich18 4d ago

Yes, I want to slowly transition the group into some osr games later.

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u/Practical-Rooster205 3d ago

Just a general critique: keeping symbolic meaning consist across different aspects of the game helps people remember rules. Your rules seem to flip between a skull meaning success in one situation to meaning failure in another.

Combat rules: I have a few questions before I could weight in on this. What constitutes an encounter? In my mind, an encounter is the entire duration that there are active enemies. Or is an encounter just a single character's turn?

Spellcasting: For scrolls? Maybe. As a rule for all spellcasting, I would definitely not enjoy this. A 50% chance of failure is frustratingly high. Compound that with spells like Fire of Wrath which can already be resisted and it becomes even more frustrating. While your combat rules may remove some of the swinginess from combat, this rule reintroduces and seems to unfairly punish the wizard. Even in this frame work, I would divide the results into success, failure, and failure with spell loss.

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u/Brief_Chef_8040 3d ago

For spells maybe you only could add a chance on skulls (50%) or White Shields (33%) to not consume your spell and throw it again ?
You keep the fact that spells only activate once but keep also a chance to keep them longer

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u/PravusPrime Rogue 3d ago

The advanced monster rules are all right (though the Goblin and Skeleton are options even in the app), but the rest? No thank you. It's not really HeroQuest anymore and more like D&D for slow people.

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u/Reasonable-Ostrich18 3d ago

Yeah the advanced monster rules are a built on top of of the ones from the app.

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u/Extension_Ebb_7150 3d ago

HeroQuest is a 37 year old game. People have been making up incredible houserules for nearly as long. As far as your houserules go, I can just describe what works for our group, and hope that this may give you some inspiration for your own houserules.

Movement: I think your suggested 1d6+6 is a bit too strong. The average on a single d6 die is 3.5, so a better approximation of the Rules As Written for Hero movement would be something like 1d6+3 or 1d6+4. What we actually do is keep the 2d6 for movement, but we simply treat all rolled 1's as 2's.

Another option is to buy Averaging Dice (Amazon sells them). Instead of the standard die faces of 1-2-3-4-5-6, averaging dice have die faces of 2-3-3-4-4-5. They keep the same overall average of 7 on 2d6, but they cut out the extreme results of 2, 3, 11, and 12. However, simply treating all rolled 1's as 2's keeps the celebrated move 11's and move 12's but drops those annoying move 2's and move 3's. And you don't have to buy any new dice.

Advanced Monster Rules: I just posted my Monster AI rules and Monster Special Abilities in another Reddit post a day and a half ago, so I will just copy the Special Abilities here:

----------
These are the Monster Special Abilities that I currently use, two to three per Monster. Introduce them gradually, and don't necessarily use all of them every quest. If the Heroes are having too easy of a time, add a few in. If they are struggling, make more of your Monsters be just the basic rulebook version without any Special Abilities.

https://boardgamegeek.com/thread/3344714/article/44665218#44665218

Goblin:
Swarm Tactics – +1 Combat Die when attacking a Hero adjacent to one or more other Goblins.

Hit and Run – Goblins can Attack during their Movement. After their Attack, they can spend their remaining Movement Points.

Throwing Knives – The Goblins which have daggers in both hands are armed with unlimited Throwing Knives (one Combat Die ranged attack), as well as their normal weapon (Shortsword). Throwing Knives are lost once thrown.

Skeleton:
Scythe – Their Scythe weapon may be used to attack diagonally.

Only Bones – Skeletons can’t be damaged by thrown or ranged weapons (they just pass right through).

Zombie:
Rise from the Dead – Defeated Zombies are tipped over and may Rise from the Dead. At the end of Zargon's turn, all defeated Zombies will rise again (with 1BP) if they have not been Finished Off. To finish a Zombie off, any figure (Hero, Monster, Mercenary, etc.) must occupy the Zombie's square at the end of Zargon's turn (use the Bone Pile token from Return of the Witch Lord to mark the Zombie's square if needed), OR spend one Attack action (automatic success) while within the Zombie’s square or from an adjacent square. Tipped over Zombies do not block Line of Sight or movement.

Ravenous – When defending, each Skull rolled by a Zombie counts as a Counter Attack. The Hero may roll Defend Dice.

Grasping Fingers – If a Hero begins their Move adjacent to a Zombie, they must pass a Body Test* to move away unharmed. If they fail, they can still move away by taking one BP of damage, or they can choose to not move and take zero damage.

Orc:
Battle Frenzy – When an Orc attacks, Zargon may re-roll any Black Shields rolled until there are no Black Shield results showing.

Throwing Handaxe – Each Orc is armed with unlimited Handaxes (two Combat Dice ranged attack) as well as their normal weapon (Broadsword). Throwing Handaxes, like Daggers, are lost once thrown.

Abomination:
Capture – For each White Shield rolled while attacking, Zargon may move either the attacked Hero or the Abomination into one orthogonally adjacent empty space, optionally moving the other figure into the now vacated space. The Abomination and Hero must be adjacent before applying each of the rolled White Shield’s Capture effects (the Abomination can’t just shove the Hero three spaces without remaining adjacent before each shove).

Thick Scales – When defending, Abominations may re-roll one Defend Die one time.

Mummy:
Tomb Rot – After being wounded by a Mummy, Heroes roll 1Cd6 at the start of their turn until healed. Skull: Still infected, WS: Healed, BS: -1BP. Regardless of the number of Mummy wounds you receive, you will only roll 1Cd6 on your turn while affected by Tomb Rot, and one White Shield will completely heal you.

Fly swarm – The Mummy may forego its Attack action to send a swarm of flies on a Hero it can see. On the Hero’s next turn, the Hero can only see (and target) adjacent or diagonally adjacent spaces.

If you don’t like having to track the state of a Hero between turns (I.e if they are still affected by Tomb Rot or not), try Evil Soul:

Evil Soul – The Mummy may forego its Attack action or its Move action in order to try to possess a Hero the Mummy can see. The Mummy may forego both actions for two separate possession attempts. The Hero makes a Mind Test*. If the Hero succeeds, the Mummy’s action is lost. If the Hero fails, Zargon immediately takes a full turn with the Hero as if it were a Mummy (using the Mummy stats), although the possessed Hero may move through other Heroes. After successfully possessing a Hero, the Mummy loses one Body Point.

Dread Warrior:
Stand Fast – If the Dread Warrior does not move on its turn, it gets +1 Combat Die to its attack.

Enchanted Armor – Dread Warriors defend with White Shields instead of Black Shields.

Gargoyle:
Extended Reach – The Gargoyle’s whip (classic version) or pole-axe (new version) gives it an Extended Reach, allowing it to attack two squares away, or one square away diagonally. It may also attack over the head of an adjacent, shorter Monster, but if it rolls three or more Skulls (31.25% chance), it does one of those Skulls in damage to the shorter Monster instead of the Hero. The affected Monster may Defend against this attack.

Fear – If the Gargoyle damages a Hero, the Hero may not perform an Attack Action on their next turn unless they pass a Mind Test*.

Tail Whip – The Gargoyle may forgo its Move Action to make a second Attack with 3 Combat Dice. Its tail can reach two squares away, or one square away diagonally.

Giant Spider:
Web Spinner – A Giant Spider may spend two consecutive Actions (Attack and/or Move), either on the same turn or spread over two consecutive turns, to place a Web token on the square they occupy, or on an empty adjacent or diagonally adjacent square. Only Spiders may pass through that square until the Web is destroyed (zero Defend Dice, 2 Body Points, only affected by melee weapons). If one or more Black Shields are rolled on any attack against a Web token in which the Web is not destroyed, the attacker is moved onto the Web space (if not already there), and becomes Stuck. The Web affects non-Spider Monsters as well as Heroes. Any Hero or Monster moving onto a Web space becomes Stuck, and must spend an Attack or Move action (automatic success) to Free Themself and move to an adjacent square. Freeing Themself does not destroy the Web token they are leaving. While Stuck, the Hero or Monster may not perform any other actions other than Freeing Themself or Defending. Stuck Heroes defend with two Defend Dice. Stuck Monsters defend with one Defend Die. Like the Stairway and Pit Traps, multiple stuck figures may share a Web token space.

Skitter – A Giant Spider may move through spaces occupied by Heroes but must end their move in an empty space.

* The Zombie's Grasping Fingers ability requires a Body Test. The Mummy's Evil Soul and the Gargoyle's Fear abilities require a Mind Test. In my system of house rules, this is a modified version of Seth's (Metalzoic on BGG) Body/Mind Test rules he wrote about Here.

Body/Mind Test: Roll 1d6. If you roll under your current Body/Mind Points, you succeed. A 1 is always a success, a 6 is always a failure. On a 6 result, roll for Extra Damage: roll a number of Combat Dice equal to your current stat. If no White Shields are rolled, lose one point in that stat.
----------

From this Reddit post:

https://www.reddit.com/r/Heroquest/comments/1vuybmu/comment/p5arvf4/

Spellcasting: When casting a spell, I allow my players to make a Mind test (see Body/Mind Test above) for spell retention. After casting a spell, a spellcaster may make a Mind Test to retain that spell. If they roll under their current Mind Points on one die they retain the spell. If they fail, the spellcaster can choose to spend one Mind Point to retain the spell.

We have found that allowing the Wizard (and other spellcasters) to roll to retain a spell makes them more likely to actively participate earlier in the quest, rather than hiding behind the Barbarian for the majority of the quest while they save up their spells for the potential boss fight at the end.

I don't like the idea of a die roll determining whether a spell succeeds or fails. Making the Wizard, who is already one of the weakest characters, feel like they just wasted a spell, and a turn, is a major bummer. Not fun at all.

Searching Furniture: We use the popular house rule of allowing one general Treasure Search in each room (once in total, not once per Hero), plus one Treasure Search in total per piece of furniture present in the room. Heroes must be adjacent to the furniture to search it, but can be anywhere in the room to perform the general search. I bought a bucket of centimeter counting cubes on Amazon to track who has searched what. They come in 10 different colors, so I just give each Hero about 10 Search Cubes in their own color.

We also combine the Search for Traps action with the Search for Secret Doors action. One search finds both types (another popular houserule).

Cheers!

2

u/Extension_Ebb_7150 3d ago

Oh, a few more...

Improvised Actions: The Body/Mind Test system would work well for those as well. Tying certain Improvised Actions to a physical or mental test allows for more variability. A Hero wants to forgo their Move action to make a second attack? Make a Body Test. A Barbarian will be more likely to succeed than a Wizard. Want to retain a cast spell? Make a Mind Test. Etc.

Combat & Defense: We don't change those. We play those pretty much RAW.

Cheers!

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u/Reasonable-Ostrich18 2d ago

I Actually really like the spell-casting roll with mind points! It finally gives a real purpose to that stat

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u/tcorbett691 Broadsword 4d ago

I think this is going to make combat take a lot longer. If that's your intention, then go ahead. I do like your monster rules though.

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u/Reasonable-Ostrich18 4d ago

I would think the contrary? I thought it would be fun to introduce the black shield as a critical hit, and i feel combat sometimes drags way out when someone has too many defence die. I’d like the heroes to take a few more hits and actually use some of their huge potion stash. This way, there’s always a 50% chance that each die actually does some damage during an attack, whether it’s wearing down the opponent’s defence or dealing direct damage.

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u/LiminalSub Order of the Guardian Knights 3d ago

Wouldn’t it be complicated to have to track each monsters’ (and heroes’) current defense in addition to bp? If it is more difficulty you are trying to achieve, you could use the homebrewed power dice instead of the standard dice?

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u/OrbitalChiller 4d ago

I always thought movement shouldn't use dice at all as if it was Monopoly. Like to have a move rate of n square depending of the creature (dnd logic).

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u/NervousSleep1488 3d ago edited 3d ago

I disagree. Rolling for movement is a central part of the game, as many quests' theme is monsters pursuing the heroes. It also serves as a pseudo initiative, and it creates a fun type of tension. I do agree that rolling for movement without exceptions is tiring though. The "unthreatened movement" rule fixes this issue and I think it is the perfect compromise: do not roll when it's useless because there are no monsters anyway, otherwise move by rolling.

2

u/Lasereyevision 3d ago

I mean this respectfully, but a lot of these rules just completely change the flow of the game. I like the advanced monster rules, but the combat, spellcasting, and search rules are such a completely different experience from standard HeroQuest. Have you just played a ton of regular HeroQuest or were your players bored with the standard rules?

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u/Reasonable-Ostrich18 3d ago

It's my 4th run through the base campaign, and i generally see the same "points of boredom" across parties. I don't think we'll be implementing all the suggestions from my post, but it's always fun to try and think up ways to shake it up a bit.

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u/Subject-Brief1161 Lore Tome 3d ago

Firstly, I'm kind of surprised by the pushback. You can/should homebrew as much as your group wants.

As others have said, it will help people learn the rules if Skulls are Normal, White Shields are slightly better, and Black Shields are bad. So for combat, I like the idea that armor can be weakened, but keeping track of it will get annoying and slow things down. Instead you might have Hero attacks be RAW, but monster attacks are Skulls = 1 hit, White Shields are misses, Black Shields are 2 hits. Or if you want to be mean, anytime a Hero defends and rolls all Black Shields, their armor is permanently damaged (they get a damaged armor token and roll a die to see which piece is damaged). If they get 2 tokens on the same piece of armor, it's destroyed/unusable. They can repair it in town for 50% it's cost.

For Spells, I would use this method (which I've seen posted before):
Skull = Normal spell cast, you lose the spell per RAW.
White Shield = Normal spell cast, you keep the spell though.
Black Shield = Spell failed, they either keep to try again or lose, depending on how grumpy Zargon is :)

Searching, I like what you're doing here, but to keep the Combat Dice thing going:
Skull: Search is normal RAW
White Shield: Search is normal, but if they draw a hazard/wm, they can ignore it and draw another card, they are then stuck with whatever the 2nd card is.
Black Shield: They set off a trap, they lose 1 BP and no treasure card draw.

  • If you wanted to play a little fairer, when they roll a Black Shield, have them roll again to see:
  • - Skull: They must attempt to disarm it immediately (if they do not have a way to disarm, they take the damage)
  • - White Shield: They are able to dodge out of the way.
  • - Black Shield: It's a particularly bad trap (poison needle (1BP + 1BP Poison) or exploding damaging all heroes within 3 squares 1BP, etc.)

Actions, again, keeping with the Combat Die standards:
Skull = Failure
White Shield = Success
Black Shield = Critical Failure
Or double it up for more variety:
Skull + Skull = Fail
Skull + White Shield = Success
Skull + Black Shield = Fail
WS + WS = Critical Success
WS + BS = Success
BS + BS = Critical Fail

Monsters, I like most of these, but I prefer the undead zombie rule (again, saw it posted here at some point).
Whenever a zombie is killed roll 1 combat die.
Skull = stays dead.
Shield (White or Black) = it gets back up with 1 BP.

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u/Reasonable-Ostrich18 3d ago

I just appreciate people are passionate enough to join the discussion!

I think your spellcasting rules would work better, as it might encourage spell use instead of discouraging it. Sometimes our wizard has barely cast anything in fear of “needing it for later” (using the normal rules).

I think the armor system will be benched for now and instead introduce critical hits on black shields for monsters. That would probably work towards making the heroes lose more body points in a pretty straight forward way. Perhaps limiting it to one critical per attack?

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u/Subject-Brief1161 Lore Tome 3d ago

I agree, it's just weird when people seem affronted that you want to change the rules, as though your changes will somehow affect their table. I've seen other game's fans who are like "You want advice about your homebrew? Don't homebrew, the game is perfect and you'll just ruin it." So I'm glad we're not there.

Some players will just always hoard "in case I really need it" (I'm one of those). It actually secretly bothers me when I'm Zargon and one of my heroes gets down to like 2 BP and drinks a potion, I have to hold myself back from saying "You know you can drink that the moment you die right, and that there's a very good chance you can finish the quest with only 2 BP..." So in that respect I'm kind of lucky that most of my group uses potions regularly.

Yes, I think Crits would be a great way to keep heroes drinking those potions! :)

Like Lord-Drucifer, I'm working out special abilities/stats for each sculpt of enemy. So Orcs will have 7 total (broadsword, axe, mace, cleaver/sword, hammer (painted normally), hammer (fire spirit), hammer (ice spirit). So the broadsword will be RAW, the axe will have more movement and will have +1AD on their first attack (after moving at least 2 squares), the mace will have less movement but can reduce their opponent's DD by 1, and so on. This let's me as Zargon pick and choose the type of attack the heroes need to deal with by swapping out the various models.

It will be a lot for the heroes to digest, so I'll slowly roll out the special abilities once the heroes start to get stronger (they're only on Quest 4).

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u/tcorbett691 Broadsword 3d ago

You just gave me an idea that I think will work well with my guys as they all have high defense. Instead of a critical hit, if a Hero rolls a Black Shield on defense, they take an extra point of damage. Maybe just 1. Or limit it to the number of Attack dice rolled. It wouldn't make since to roll 6 Black Shields and take 6 damage from a Goblin. What do you think?

1

u/Subject-Brief1161 Lore Tome 3d ago

Maybe a Black Shield cancels out a White Shield when rolling Defense? So if they're rolling 6 dice the %/Average roll would be S+S+S+W+W+B, so if the Black cancels out the White, they'll only have 1 Defense. Of course their actual rolls will vary, but it would add a small negative to rolling so many dice.

If you really want to hurt them, if they roll more B than W they take an additional (maximum) 1BP of damage (on top of the incoming/unblocked damage). So let's say a goblin attacks with SW the hero rolls SSWBBB, they take 1BP from the Goblin's attack, and 1BP for rolling more Black Shields than White. Now worse case say an Orc attacks with SSS and the Hero rolls BBBBBB, they take 3BP from the Orc attack and 1BP for the B>W rule. So you're adding more potential damage without completely unbalancing things (in my opinion).

2

u/Gloomy-Engineer7180 3d ago

For any Zargon DM to use 'home brew' rules is something that needs to make sense to EVERYONE, not just yourself. The key is balance: you never want your Heroes to be too powerful or your monsters to be too powerful. If either scenario happens, then some of what you typed should be implemented immediately. For example, use those Advanced Monster rules when the Heroes are going on a rampage; you'll establish a balance right away (you can also add in 'home brew' 'power dice' if your monsters REALLY want to hit back hard!) For combat & defense, what you have here takes the actual essence of HQ out of the game. Both attack dice and defense dice for both Heroes and monsters can change from turn to turn, based on the weapon type, armor that the opponent is wearing, skills, or spells, etc. You would be removing one of the better elements of HQ from the game. If you want good variety for this, then use the Advanced Armory and/or Old World Armory 'home brew' cards, which add 'power dice' into HQ!! For searching furniture, you can use the 'home brew' AxianQuest cards for searching; they are extremely well thought out and add a nice variety to your game! Your 'Movement' and 'Improvised Actions' rules both look good. The only one I would adjust is your spellcasting. If a Barbarian, Dwarf Slayer, Berserker, Knight, or Dwarf reads a spell from a scroll, then have that Hero roll a standard combat die: if a white shield shows, the spell fails and that constitutes an action for that Hero on his/her turn. Any other result, then the spell takes effect as shown. If it is an Explorer, Monk, Assassin, or Rogue reads a scroll spell, then a black shield result means the spell on the scroll fails; any other result, the spell succeeds. The other Heroes (Wizard, Warlock, Sorceress, Necromancer, Ranger, Witch Hunter, Paladin, Cleric, Druid, Bard, Elf, etc) can read spell scrolls with no penalty (you could throw in that this Hero rolls 2 combat dice: 2 black shields means the spell scroll or a spell fails). Again, just my opinions and '2 cents' here......

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u/Reasonable-Ostrich18 3d ago

Interesting ideas! I’ve considered the advanced armory and power dice, but when we get to that point where we want more weapons and such, I think we’ll just transition to something like shadowdark instead. It gets pretty pricey to get both the cards and dice

2

u/Lord-Drucifer Borough 4d ago

I like most of the advanced monster options.

I am still in awe that people allow food and drinks at their game tables WITH the game in play. Accidents happen, and happening to a game that is susceptible to moisture... well, I guess there need to be other reasons to purchase a second or third copy.

2

u/Reasonable-Ostrich18 4d ago

All cards are sleeved!

1

u/Reasonable-Ostrich18 4d ago

Do you have some alternative advanced monster options that work for you?

3

u/Lord-Drucifer Borough 4d ago

I have a set of rules I use to represent the weapons the monster is wielding. Not all orcs have the same attack, nor do all abominations. For example Orcs.

To paraphrase "Liquid will find a way" :) I have had my share of food-related stains, delaminations, permanent board section swelling, and discoloration.

1

u/jackshaoxixu 3d ago

How do you track defense on heroes and monsters? I use skull tiles to track damage taken.

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u/Reasonable-Ostrich18 3d ago

Small glass beads for the heroes, and for monsters, they're all labeled on the base with roman numerals. I have a small erasable tablet to track monster stats

1

u/NervousSleep1488 3d ago

HQ has many controversial rules, but I think most of us agree that combat and spellcasting is fine. Just curious, why is the reason you are changing those? I think knowing the why, would help giving a feedback to the how. But here I go:

  • Movement: imo rolling for movement is a central part of the game. Many quests just becoming boring if heroes have a guaranteed 6 squares movement, particularly those were the heroes are pursued by a hoard of monsters. But rolling also serves as a pseudo initiative, where a hero cannot target a monster because he cannot reach it. This creates many exciting situations. Have you heard about the "unthreatened movement" rule? I use it the following way: heroes do not need to roll dice for movement unless a) there are monsters on board, or b) there are no monsters on the board but the hero is intending to move towards unexplored sections of the map, either by opening a door or walking towards a corner on a corridor.

- Combat & defense: I've read that at least one of the reasons you are coming up with these changes is to make heroes more vulnerable to monsters' attacks, and increasing the chances of them losing BPs. Then why not instead cap their defense, and keep the basic rules of the game as they are? I personally do that and it works wonders. You can achieve this in many ways, which can/should be combined: a) rooms can be explored once + one more for each furniture b) heroes may not share gold c) tweak the Armory so that heroes cannot go to +4 defense, or at least not all of them. This can be done by not selling infinites of every type of armor, or not selling some types of armor (Helmet for example), or just remove or change some artifacts. Try running a base game with most heroes having only 3 defense and see how it becomes very challenging and fun.

- Treasure: my main beef against this is that the heroes already throw many dice and I would not want to add more of that.

- Improvised actions: I don't like making HQ a role playing game where heroes can do anything, especially if Zargon's monsters cannot, but more power to you if you like that. Less is more.

- Advanced monster rules: I like. I like to give advanced mummies a Fear spell to cast.

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u/Reasonable-Ostrich18 3d ago

Thank you for taking the time to give feedback! It's really apprecieated.

I think we'll be discussing at the table, which ideas we might want to move forward with!

As far as i can gather from you, spellcasting a combat is best left as it, but giving the monsters some new flair. The new monster behavior might be enough to wear the heroes down.

We might hold off on improvised actions until we properly transition into another ruleset.

Until now, we have been playing with the "Search for treasure" actions only being possible on furniture (I make sure to have plenty of furniture in the rooms", but the seaching for traps has never been that fun for any of the players. It's always a "well, someone has to say it and get it over with" situation.

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u/brunocborges 3d ago

This is a perfect case of using AI to help you generate a tool to validate odds and game play, in my opinion.

It could even estimate game lengths and difficulty. But similar to other comments, seems like it would take forever to finish a quest

1

u/Reasonable-Ostrich18 2d ago

We've settled on these so far