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Advanced HeroQuest (Read 62840 times)
Slev
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Advanced HeroQuest
05/03/11 at 4:42am
 
Minor side project at the mine. Members of my HeroQuest and Descent groups have all decided they'd like to try a few games of Advanced HeroQuest in the near future.

AHQ does have a couple of significant flaws with the mechanics of fighting around the doors, and in hero Generation. A couple of other minor flaws exist as well.

So, my project has been to "fix" AHQ. However, I've no time to play-test it now, and feedback would be appreciated. Anyone interested in this before I start pouring material onto the board?
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Re: Advanced HeroQuest
Reply #1 - 05/03/11 at 11:42am
 
I don't have any time to play-test.

Actually, that's not true. I don't have anyone to play test with.

HOWEVER, I would be interested to see your stuff.
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Re: Advanced HeroQuest
Reply #2 - 05/03/11 at 1:18pm
 
The biggest fix for fighting around doors, is to simply not place monsters in the rooms until at least one hero has entered the room.  They may still all fight in defensive formation, but at least they are all in the room.
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Re: Advanced HeroQuest
Reply #3 - 05/03/11 at 1:23pm
 
Also, I would say that AHQ is a pretty fun game. I love the critical hit rules, the use of D12's, and the tight economics.  (No hero can carry more than 300 gold out of a dungeon, and can only carry a few items.) However, the extensive use of tables for combat, etc is a bit of a pain.  My group really enjoys Warghammer Quest more then we did AHQ.
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Re: Advanced HeroQuest
Reply #4 - 05/03/11 at 10:03pm
 
Yeah, I believe this summed up the problems with the system well: http://boardgamegeek.com/thread/171457/it-could-have-been-a-contender


I came up with two ways to "fix" combat, I'm not sure how well either would work, hence wanting to discuss it.

Option 1: All figures may fight diagonally. Figures with long-reach weapons may attack at a distance of one space, and may attack through a single friendly figure.

Option 2: All doors are now two spaces wide.

Secret Option 3: use both of the above together.

Now I'll admit that this will make things more dangerous for the Heroes, so a reduction in the difficulty of the Monster Matrix is called for, probably by around 2-4PV  on each row, depending on the outcome of the adjustments.

Further, a small adjustment to the GM counters should allow us to mix things up in combat a little.
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Re: Advanced HeroQuest
Reply #5 - 05/03/11 at 10:16pm
 
Revised Dungeon Counter list:
4x Ambush
6x character
2x Escape
4x Fate
6x Spell
6x Trap
8x Wandering Monster

New Counter: Spell
The GM may play this counter during the Combat Round. One Monster of choice may cast a single spell from the Dark Magic list*, even though they may not be a spell casting figure. They count as having the appropriate spell ingredients.

*note that I've expanded this list, so it does allow more options, including circumventing the heroes' carefully laid-out battle plan.
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Re: Advanced HeroQuest
Reply #6 - 05/03/11 at 10:20pm
 
Other minor tweaks:

Training

•      Double all Spell Learning costs.
•      Improving stats now costs 200 for the first point and 400 for the second. No increases beyond this (not even for WS & BS). Max value is still 12.

Equipment

•      Additional Weapon: Staff – damage like a Dagger but is a long/reach weapon and has double fumble/critical, cost 10GC.
•      Lifted Limitation: Daggers do not count against limits for weapons carried.

Treasure
•      Adapt Armour and Weapon liabilities in the treasure list need to be updated to match new Character Generation.
•      For treasures with Spell effects, all eight colleges of magic are available.
•      Some tables are revised

Monsters
•      Mummies are now “Flammable”, effects to burn up mummies now “Flaming” and affect all Flammable targets.
•      Large Monster, Invulnerable Monster & Fearsome Monster, re-named to loose Large, Invulnerable & Fearsome and can apply to any model.
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Re: Advanced HeroQuest
Reply #7 - 05/04/11 at 9:13am
 
This all looks decent.  I like the idea of daggers not counting against encumbrance.  Tough a limit of 4-5 daggers may not be a bad idea, just in case.  

Honestly, I would definitely allow diagonal attacks, I hate not being able to attack adjacently.  Doors being 2 squares wide also opens things up a bit.  

Also I had a table created for hazards when we were playing this game.  If I can find it, I'd gladly post it here to share some ideas.  Whether they're any good or not, is another story...
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Re: Advanced HeroQuest
Reply #8 - 05/04/11 at 10:55am
 
Hero Creation
•      All Heroes start with the same basic stats (see below);
•      Each Hero then chooses their listed number of “paths”. One (and only one) MUST be a “Racial” Path;
•      Some Paths may have a “prerequisite” Path, that is, a Path which must be taken first;
•      The same path may not be taken more than once;
•      Some Paths give you a number of stat bonuses. Add these to your stats as you go;
•      Most paths give you special abilities and/or eligibility to use certain types of armour and weapons. Keep a note of the abilities you gain, you may only use weapons/armour allowed by your Paths;
•      After selecting Paths, you may spend your “Bonus Points”, to increase any and all stats (except Fate) by one per bonus point. Maximum of one bonus point per stat;
•      You may then spend your money on any equipment you wish, and finalise your Character Sheet!

Code:
Stat		Start Value
Weapon Skill 6
Bow Skill 6
Strength 3
Toughness 4
Speed 5
Bravery 7
Intelligence 5
Wounds 3
Fate 2
Bonus Points 2
Money 65
May Wield Dagger
Paths 3
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Re: Advanced HeroQuest
Reply #9 - 05/04/11 at 11:06am
 
Apprentice
This path represents those with only a minor amount of magical skill, and also sorcerers trained to fight in armour.
Prerequisite Paths: None
Special:
  • Pick one Magic Collage, and one Starting Spell.
  • If you do not also take the Journeyman Path, you must make one Int test to successfully cast each an every Spell (on top of those required by the Spell itself), whatever the source.
  • +25 starting money


Archer
This path represents those skilled with ranged weapons.
Prerequisite Paths: None
Bonuses:
  • Bow Skill +1
  • Strength +1

Equipment Allowed:
  • Axes (thrown only)
  • Spears (thrown only)
  • Short Bow, Crossbow
  • Leather Amour
  • Chain armour


Dwarf (Racial)
This path represents those of the Dwarven Race.
If you take this Path you may not select any other racial path.
Prerequisite Paths: None
Bonuses:
  • Weapon Skill +1
  • Strength +1
  • Toughness +2

Special:
  • +2 to all Spot and Disarm rolls
  • May employ Trollslayers

Equipment Allowed:
  • Warhammers
  • Leather Armour
  • Dwarven Armour


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« Last Edit: 05/06/11 at 5:34am by Slev »  
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Re: Advanced HeroQuest
Reply #10 - 05/04/11 at 11:20am
 
Elf (Racial)
This path represents those of the Elven Race.
If you take this Path you may not select any other racial path.
Prerequisite Paths: None
Bonuses:
  • Bow Skill +1
  • Speed +2
  • Intelligence +1

Special:
  • +1 to surprise
  • 1 Bonus point
  • May employ Wardancers

Equipment Allowed:
  • Longbows
  • Leather Armour
  • Elven Armour


  • Fighter
    This path represents those skilled with melee weapons.
    Prerequisite Paths: None
    Bonuses:
    • Weapon Skill +1
    • Strength +1

    Equipment Allowed:
    • Spears (melee only)
    • Swords
    • Halberds
    • two-handed Swords
    • Two-Handed Axes
    • Leather Amour
    • Shields
    • Chain armour


    Human (Racial)
    This path represents those of the Human Race.
    If you take this Path you may not select any other racial path.
    Prerequisite Paths: None
    Bonuses:
    • Speed +1
    • Toughness +1

    Special:
    • 2 Bonus Points
    • one extra path
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    « Last Edit: 05/06/11 at 5:35am by Slev »  
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    Re: Advanced HeroQuest
    Reply #11 - 05/04/11 at 11:23am
     
    Journeyman
    This path represents those with a fair amount of magical skill, but not yet fully versed in the ways of the sorcerer.
    Prerequisite Paths: Apprentice
    Special:
    • Chose one Starting Spell from your chose College.
    • If you do not also take the Wizard Path, you must make one Int test to successfully cast each and every Spell (on top of those required by the Spell itself), unless it is cast from a Magic Item.
      When learning Starting Spells, training costs are halved.
    • +25 Starting Money


    Knight
    This path represents those dedicated to martial skill with melee weapons. Such Heroes are very powerful in melee, but disadvantaged elsewhere.
    Prerequisites: Fighter plus either Warrior or Dwarf
    Bonuses: +1 Weapon Skill
    Equipment Allowed: Plate Armour


    Marksman
    This path represents those dedicated to martial skill with ranged weapons. Such Heroes are very powerful when fighting from afar, but disadvantaged elsewhere.
    Prerequisites: Archer plus either Warrior or Elf
    Bonuses:
    • +1 Bow Skill
    • +10 starting money


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    « Last Edit: 05/06/11 at 5:30am by Slev »  
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    Re: Advanced HeroQuest
    Reply #12 - 05/04/11 at 11:27am
     
    Scout
    This path represents those who specialise in exploration, especially in the dark places below the world.
    Prerequisite Paths: None
    Bonuses: Speed +1
    Special:
    • +1 Spot Traps
    • +1 Party Surprise Rolls


    Warrior
    This path represents those who have learnt diverse arts of combat, and are able to use almost all weapons and armour to full effect.
    Prerequisite Paths: Any two of Fighter, Archer and Human
    Bonuses: Strength +1
    Special:
    • May hire Captains
    • +10 Starting money

    Equipment Allowed:
    • Staffs
    • Warhammers
    • Axes (melee only)
    • Bows
    • Longbows
    • Leather Armour
    • Mithril Armour



    Wizard
    This path represents those who have dedicate their lives to the study of magic. They are capable of channelling titanic energies from the winds of magic.
    Prerequisite Paths: Journeyman
    Bonuses: +1 Int
    Special:
    • Pick two additional Starting Spells.
    • You may Channel Magic (loose 1W and make 1 Int test per component not used in casting the spell. If successful on all tests, spell goes off as normal.)
    • +50 Starting Money

    Equipment Allowed:
    • Staff
    • Runesword

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    « Last Edit: 05/05/11 at 2:04pm by Slev »  
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    Re: Advanced HeroQuest
    Reply #13 - 05/05/11 at 2:01pm
     
    Based on feedback and further reading:

    Attacks made through friendly figures which are fumbled cause a hit against the friend rather than the free attack.

    Daggers: one a dagger is free. After that each weapon slot allows three further daggers.

    Also missed the two new armour types:
    Dwarven Armour (Gromil) – BS-2/T+4/S-2 – Cost 600GC
    Elven Armour (Ithilmar) – BS-/T+2/S-1 – Cost 600GC

    I also found a couple of errors in the paths, which I'll update.
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    Re: Advanced HeroQuest
    Reply #14 - 05/11/11 at 7:43am
     
    Rather than struggle to format this stuff on the forum, here's a simple document with the changes: http://www.4shared.com/document/R6KdIu5_/Advanced_HeroQuest_fixes_and_u.html
    Feedback encouraged.
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    Re: Advanced HeroQuest
    Reply #15 - 05/11/11 at 8:27pm
     
    Nice work.  Have you an updated list of monsters to use for the game?  I made some home-brewed stats for Dark Elves, Chaos Dwarfs, and some of the bigger monsters like Dragons and Griffons.
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    Re: Advanced HeroQuest
    Reply #16 - 05/11/11 at 10:48pm
     
    I'm looking to work on that, but I've not had the time yet.
    I've a second volume I'm working on with "expansion" material: Halfling and Ogre heroes, and priest paths.
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    Re: Advanced HeroQuest
    Reply #17 - 05/14/11 at 1:19am
     
    I'm unable to walk due to a nasty injury, and so last night, unable to do anything, we play-tested this.

    It mostly worked pretty damn well. Only three changes needed:

    Knight path: gains special rule expanding the melee critical hit range by one.

    Marksman path: gains special rule expanding the ranged critical hit range by one.

    Swords: need some minor bonus, as the similarly priced weapons all have more abilities and the same damage.
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    Re: Advanced HeroQuest
    Reply #18 - 05/14/11 at 11:29am
     
    Slev, sorry to hear about your injury ! Even if you are a brit, I wish you a speedy recovery ! ShitColoredGrin ShitColoredGrin ShitColoredGrin ShitColoredGlasses
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    Re: Advanced HeroQuest
    Reply #19 - 05/14/11 at 11:38am
     
    The golden lion wrote on 05/14/11 at 11:29am:
    Slev, sorry to hear about your injury ! Even if you are a brit, I wish you a speedy recovery ! ShitColoredGrin ShitColoredGrin ShitColoredGrin ShitColoredGlasses  


    Thx Tongue

    I'm feeling much better than I did on Thursday night. The paramedics had to give me 4 shots of morphine plus some n2o to get me into a wheelchair.

    On a more no-topic note, The AHQ rules call for Greek Fire. There is no Greece on the Warhammer World, so what to call it? I'm going for Sartosan Fire for now at least.

    That just leaves the question of how to "fix" the sword...
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