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Advanced HeroQuest (Read 62888 times)
Ampersand
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Re: Advanced HeroQuest
Reply #40 - 02/22/12 at 3:14pm
 
Slev wrote on 02/22/12 at 10:30am:
You can't advance in paths as such.. I did add a number of skills, giving non-wizards something other than stat boosts to train in. The most expensive skill (10k) is the one that gives you one extra path. Others give bonus abilities, weapon allowances, etc.


how would a player go from an apprentice to a journeyman? i do apologise i think im missing the ball completely here lol
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Re: Advanced HeroQuest
Reply #41 - 02/22/12 at 11:19pm
 
During character generation you pick your paths. After selecting your race, that leaves two paths, three if you're human. You pick ALL your paths before starting the game.

Apprentice has no prerequisites. Anyone can take it. That's one path.

Journeyman has Apprentice as the prerequisite. Thus a character taking Apprentice can also take Journeyman to improve their magical abilities.

A human may then also take Sorcerer, for example, or go for a combat wizard and take Fighter.

A Dwarf can skip Journeyman to go for Enchanter.

Resultantly, when you start the game, you will have a selection of three (of four) paths already chosen. Later if you have enough gold saved up, you can buy one extra path, but that's your characters paths locked down completely.
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Re: Advanced HeroQuest
Reply #42 - 02/23/12 at 2:51am
 
ahh got ya. makes sense to me now.
as i say i like what youve done. i just need to make me some 2 square width doors before i can give it all a try. ill let you know how i get on Smiley
once again great stuff  Smiley
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Re: Advanced HeroQuest
Reply #43 - 02/23/12 at 3:33am
 
Excellent.

FWIW, the original AHQ doors work fine as two-space doors, since they're rather over-wide anyway.

I've a new set of files ready to upload with a number of tweaks, but the site I use is currently spannering.

The updated Character Sheet with the skills on the back is there though.

The big change is the full integratin of the expanded basic paths, which lead to a ridiculous number of path combos!
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Re: Advanced HeroQuest
Reply #44 - 02/23/12 at 3:40am
 
yeh a lot of upload sites seem to have taken a beating since that guy from megaupload decided to lock himself in a panic room with a gun Smiley
would you mind if i created a more formatted version of your rules updates? for me personally ill just add them to my already existing rules. but it may help people understand it a little better? all credit still going to you of course, im quite handy with photoshop too Smiley
my board is 30mm squares so ill need to make bigger doors. all i need to do is sort out a casting kit and ill be well away Smiley
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Re: Advanced HeroQuest
Reply #45 - 02/23/12 at 4:01am
 
I have a fully formatted version, but it includes the original rules that I OCR'ed so I can't distribute that publicly.

By all means go ahead, just be sure to credit me Wink
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Re: Advanced HeroQuest
Reply #46 - 02/23/12 at 4:06am
 
I've created a dropbox folder if anyone can't wait for my upload site and wants to send me an email address.
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Re: Advanced HeroQuest
Reply #47 - 02/23/12 at 4:50am
 
pm sent Smiley
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Re: Advanced HeroQuest
Reply #48 - 02/23/12 at 5:30am
 
Updated link sent.
I'm just wondering how many path combos there are in the basic document...
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Re: Advanced HeroQuest
Reply #49 - 02/23/12 at 5:34am
 
ahh i wont be able to look till later on, currently at work, working really really hard lol  Tongue
but yup i cant install programs on my work pc so ill have to hang on till later. HeroQuest Wizard
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Re: Advanced HeroQuest
Reply #50 - 02/23/12 at 6:14am
 
Lol. np.

FWIW, I calculated that the Paths in the basic document give 393 different characters. Adding the combos for the Ogres, Halflings and Priests takes the total to 764 combos.

Once you add the Bonus Points, it gets silly of course.
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Re: Advanced HeroQuest
Reply #51 - 02/23/12 at 6:25am
 
well that gives plenty of scope and flexibility for character creation.
and flexibility is a good thing right?
its ashame more people arent into AHQ. the exploration part of the game really captures the whole exploring a dungeon feel.
the obvious flaws you have orend out here. the game is gonna need a re-release for Smiley
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Re: Advanced HeroQuest
Reply #52 - 02/23/12 at 7:11am
 
I now have to dig out the equations I made for converting WFB stat/ability sets to AHQ stat/ability sets and put together the bestiary based on the current WFB range, plus the WF range, plus the legacy WFB models.

For teh public release, I'll do a general bestiary, then a set of conversion tables for the other models, so GW can't get uptight about me revealing their WFB values.
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Re: Advanced HeroQuest
Reply #53 - 02/23/12 at 7:31am
 
i used to have a random encounter feature id created. for campaign missions, so that whilst travelling scenarios could be created, simple things like travelling merchants and caves to ambushes all from the roll of a dice. made it all good fun giving that whole epic journey feeling.
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Re: Advanced HeroQuest
Reply #54 - 02/23/12 at 7:37am
 
Nice.

I have thought that it may be a good idea to change some of the Random Event rolls, purely to give a higher chance of the money in the heroes' lodgings being stolen, and/or for some more interesting things to happen. They're far too complacent on their cash flow and equipment...
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Re: Advanced HeroQuest
Reply #55 - 02/23/12 at 7:49am
 
well that was it. .we just wanted a more indepth mix for between quests. im going back a few years now but from what i remember it made it fun. but sometimes time consuming where not needed. so it was a pick and choose thing for players really on using the random events table or using our own tables.
im not sure if you remember games workshop released a book of cardboard cut out buildings also in the late 80s? but off the back end of that we even created a generatable townscape. was totally pointless way of shopping. but was fun laying out and seeing a town emerge from the AHQ tiles as the roads with the buildings around. Smiley
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Re: Advanced HeroQuest
Reply #56 - 02/23/12 at 8:38am
 
I know those card buildings!

I've managed to get the file store updated at last! Download away boys & girls!
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Re: Advanced HeroQuest
Reply #57 - 02/24/12 at 5:26am
 
had a look over last night. seems like quite a bit more has been added.
i think my initial confusion with your character creation may come from the process or order in which youve listed the paths/races.
i guess for you. you already know how it works. but maybe laying it all out on a procedural way.
races
1st tier paths
etc

so that it shows it in a progressive manner how the creation would occur. maybe this will make th process a lot clearer to people looking at it for the first time.
of course tho. i understand it now, so it makes no difference to me once i edit it into my own rules (whish i still need to type up) ill ghave it exactly how i need it to be.

also just seeing the skills for the first time. i like them and the thought process thats gone into it. but im not sure if i like the idea of them just yet.
im not ruling it out till i can give chance but i cant help feel it over complicates a simple system maybe just a tad. and im also wondering if the character become overpowered with a combination of this and the paths?

would you mind posting up an example of how it pans out?
say maybe using the orignial barbarian from HQ as the base?

still not had chance to look at the spells. but are these complete new spells, are they replacements or new additions?

love the addition of halflings and ogres. as these are new i would guess a tweak here or there is probbly needed.
first thing i thought about before even looking was how the stats of a halfling would pan out and was surprised to not see a bravery bonus as a racial bonus, i always thought halflings were reknown for being overly brave? i may be getting mixed up with hobbits...but they are all short arses to me anyways Smiley

also like the idea of prayers, but feel they probbably need balancing against spells and being treated in the same way to keep a balance maybe?

havent really been able to give a proper look. but these are my thought from my first read. (not really had much time)
but will definately look more over the weekend
big thumbs up so far tho  HeroQuest Gargoyle
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Re: Advanced HeroQuest
Reply #58 - 02/24/12 at 6:41am
 
There's a problem with paths by tier in that it can vary with route.
Possibly racial, basic (no pre-req), advanced (pre-reqs).

Skills are designed to give non-wizards something to spend their gold on other than stat boosts. While these may lead to high-powered characters, I priced these items slightly above their own power level. Plus the necessity of saving that much cash becomes exorbitant.

I'll post some examples later.

Spells are "new", but mostly based on the presidents set out in the existing spells. according to my sums, each college should work out of equal power, but different focus.

Halflings and Ogres are completely not play-tested, they're just mathematically correct. Some tweaking WILL be required.

Prayers and Priests, yes, need pay-testing as they could be unbalanced. As priests are more versatile than wizards, low-powered spells are slightly more powerful than high-level prayers.

Glad you like the overall effect.


I actually had some ideas overnight, of stuff to adjust and/or add-in:

1. CharGen: Option to spend up to one Bonus Point on an extra Weapon allowance. This lets people take a weapon that suits the character they want to play, but means their final stat totals will be lower, giving a difficult trade-off for power gamers.

2. CharGen: Multiple allowances in armour reduce the Sp penalty of that armour by one (minimum zero). Gives a benefit to taking overlapping paths with armour. May be *too* much of a bonus, if so would instead add it during a Run only.

3. Men-at-Arms: Generate your own! Rather than the boring, fixed stat and equipment bloc, I'm putting together a simple generation sistem:
Fate=0, Wounds=3, all other stats set to 6, one Bonus Point to add to those stats.
Automatically able to use all basic weapons and non-racial armour (so no mithril, ithilmar, gromil, etc).
Comes with 65 GC of equipment of your choice, you can give him more but doesn't count as payment and you don't get it back!
Advanced Henchmen to follow a similar design system later.
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Re: Advanced HeroQuest
Reply #59 - 02/24/12 at 7:11am
 
yeah i liked the additional henchmen rules that were produced to have specialist tpye henchmen. that was pretty cool.

a rule we used to have to balance out the whole cost of living as we found the wizard was always having to spend more cash. was have a durability stat against a weapon. and that rolling a fumble meant the weapon was somewhat damaged. so we introduced a rule along the lines of having to get armour and weapionry repaired to keep it in working order.
the durability reaching zero renders all weapons to act as a dagger until fixed. and renders armour useless untill repaired.
we found that was a good way of keeping the heavily armoured and kitted juggernauts on their toes a little Smiley
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