So about a year or two ago my friend Dan and I pulled out an old boxed set of MB and Games Workshop's collaborative fantasy board game
HeroQuest. If you've never played it, it's a very simple fantasy RPG board game in which players can take control of one of 4 classes (Wizard, Elf, Barbarian, Dwarf) against another player, the Keeper, who controls the monsters, provides narrative and lays out the rooms and props. It's essentiallt D&D for the Risk generation.
However, simple though the mechanics may be, it's open to a broad field of customisation. Since the characters gain power through the acquisition of better gear, rather than leveling up base stats and abilities, I thought I'd try to add a new dynamic by having each player choose a class and a starting specialisation that further defines their character and endows them with extra abilities. Some are passive, others are one-time attacks or ability enhancements, similar to the wizard's spells. I have also created custom cards for these specs, and am working on two new characters, the Alchemist, and the Bard. Still need to play test these abilities, but I'd love some feed back, particularly on the card designs.
By the by, If you don't know the basic rules to the game, now would be a great time to click the link and get the gist of it. Its won't take you more than five minutes, I'm sure. Done? Excellent! Read on.
First a word on MIND POINTS. In the first edition of the game, mind points are essentially useless. This put spellcasters like the Elf and especially the Wizard at something of a disadvantage. In this version of the game, MIND POINTS have many uses, conveying advantages on those who have more. MIND POINTS may be used in the following ways:
•
Recall: Spend 1 mind point to recall a discarded spell. (Each spell may be recalled only once this way)
•
Flee: Roll 1d6 below current mind score to exchange attack action for an additional move action.
•
Learn: Spend 1 mind point to acquire a spell card from an adjacent player on your turn. They may no longer use that spell.
• If a player’s mind points reach 0, they fall unconscious. They are unable to move or perform any actions on their next turn, but can be carried by another player who must move at ½ move speed and may not attack. They recover one turn later with one mind point restored.
At the start of the game, the players take their choice of character. (Incidentally, the Dwarf in our game has a base defense roll of 3, otherwise he's more or less a nerfed Barbarian.) They then choose what Type of Dwarf/Wizard/Elf/Barbarian they are, like so:
Wizard: Necromancer / Cleric
Elf: Mystic / Windwalker
Barbarian: Crusader / Berserker
Dwarf: Warmaster / Rogue
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Posts
WIZARD:
Necromancer – Once per game, up to 3 enemies that the wizard has personally slain may be resurrected as skeletons under the wizard’s control. [Skeletons must be placed in the same room or hall as the wizard. Skeletons move on the wizard’s turn and cannot refuse other players’ passage. Roll black shields to defend.]
Priest – Once per game, the wizard may resurrect one adjacent player. [The player returns with ½ their base body and mind points, rounded up. Spellcasters must also randomly discard ½ their remaining spells, rounded down.]
DWARF:
Battlemaster – Once per game, when rolling for attack, black shields are treated as skulls. This is played as an instant, and ignores turn order. It affects all players but the Keeper, and lasts until the end of the turn.
Rogue – Once per game, the Dwarf may cheat death. [The Dwarf returns in the same square on their next turn with 1 body and 1 mind point.]
ELF:
Windwalker – Whenever the Elf rolls the move dice, they also roll one combat die. If the black shield is rolled, the Elf’s movement is doubled for that turn.
Mystic – Once per game, the Elf may recall all their discarded spells without spending any mind points.
BARBARIAN:
Crusader – Once per game, when rolling for defence, black shields are treated as white shields. [This is played as an instant on the Keeper’s turn. It affects all players but the Keeper, and lasts until the end of the turn.]
Berserker – Once per game, roll double attack and movement dice. [Must be declared at the start of the Barbarian’s turn and lasts only until the end of the turn.]
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Barbarian:
Elf:
Wizard
(Front Not Drawn Yet)
Dwarf:
Alternative backs:
So yeah, I know I'm not the best artist, but let me know what you think, vis-a-vis colour schemes and designs. Do you have a preference for the WarMaster's back design? I think for the Rogue card I'll put a wavy dagger (a kriss? Anathame?) in blue on a black background or vice-versa. Thought on the power dynamics? Cheers.
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I like what I'm seeing. I've generally stuck with creating new items, quests, and monsters. I've been trying to figure out how to incorporate more advanced classes and it looks like you've nailed it.
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1. Main hand
2. Off-hand / Armour
3. Other item (Potion / Talisman / etc.
any additionally discovered or purchased items would go into a communal (or perhaps private) inventory, so that between missions you 'arm yourself', as it were. The starting weapons, as indicated by base attack rolls, would be:
Barbarian: Broadsword
Dwarf: Battle Axe
Elf: Short Sword
Wizard: Dagger
I'd also love to see the map improvements you've been making.
Read my crappy comic. Oh man, it just sucks so hard.
If at first you don't succeed, pretend you weren't trying.
Read my crappy comic. Oh man, it just sucks so hard.
If at first you don't succeed, pretend you weren't trying.
Out of curiosity, how does giving the heroes customization affect the game balance?
Early on, they really need to stick together and work as a team but towards the end they basically just stomp through everything. The most hilariously broken weapon is the crossbow.
This really is an amazing game system, especially for getting non-nerds into the whole tabletop gaming thing, and every one should try to check it out. It's been out of print for damn near 20 years, but you can usually find complete sets (I have 2, plus 2 expansions) on eBay for $100 or less. It's very much worth it since it's basically 'D&D lite' and is fully customizable and modular.
I could go on for days about this game and how much I adore it.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
Can't remember how I did it exactly but I think it was pretty much an entire re-write of the mechanics. I definantly remember giving each of the Heroes a skill tree with ~3 or so paths on it. And spending an afternoon or two drawing out equipment cards. Hmm, I wonder if I kept all that stuff, it's probably still in the HQ box wherever that's hidden...
Yeah, you're absolutely right about the equipment. Since the game doesn't level the characters' actual abilities, but instead just allows them to purchase greater and greater weapons, you do eventually reach a point of just-too-muchery. There are three ways I can think to counteract this:
1. When writing your own campaign, increase the amount of enemy characters per player, per encounter, compared to normal. (The keeper, after all, fights a war of attrition.)
2. Give an additional hit point to every enemy encountered.
3. Limit the amount of items carried per player to 3, and make some items incompatible with others (as a few already are).
I especially would like to try the limitation of items. While the acquisition of better gear would still affect the game in a large way, there would no longer be the issue of having someone armoured up to the eyeballs, carrying a broadsword, and toting a talisman that allows +2 attack dice, or similar. Think of it as main hand, off hand / armour, and misc. item.
I've also just thought of a new Weapon Item: The Main-Gauche. +1 to all combat rolls, held in the off-hand (not combpatible w/ two-handed weaponry), can(not?) be used by the wizard.
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