Welcome, Guest. Please Login or Register
Old Scratch's HeroQuest Forum
01/18/19 at 9:27am
Home Help Search Member Map Login Register


Pages: 1 2 3 4 5 6 7
Send Topic Print
Advanced HeroQuest (Read 62882 times)
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #60 - 02/24/12 at 7:47am
 
I had considered doubling* weapon costs and tripling* armour costs, and monkeying around with starting cash to match. Possibly then adding a few mundane weapons to the treasure tables.

This makes upgrading from lacklustre initial weapons harder, and given the random events that take away weapons/armour, it adds another gold sink keyed specifically to the Warriors' weakness.

This actually makes the economy harder on the PCs, and I'm concerned that with the adjustments I may have made it too easy on them.


*or more!
Back to top
 
WWW  
IP Logged
 
Ampersand
I AM NOT HERBERT!
*
Offline


I LOVE SKULLS
Posts: 113

uk, United Kingdom
Re: Advanced HeroQuest
Reply #61 - 02/24/12 at 7:52am
 
heh well when i get chance ill run some tests to see the average amount that aplayer might find per quest and run a few stats against it. % bases will emerbge and at the end of the day averages dont lie. so hopefull i can get you some results to see how it fares. i think you have to keep an element of letting the player feel liek the ever growing hero.
its fantasy after all. we dont wanna throw poll tax at em Smiley Smiley
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #62 - 02/24/12 at 1:47pm
 
In practice, the players bug out at max gold. The question is how many jewels the take out with them.

I think the double/triple may be too much, but say a 25% and 50% increase may be worthwhile, increase the gradation between weapons.
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #63 - 02/27/12 at 12:51am
 
OK, I think I've figured out the men-at-arms thing.

With the new character generation, existing *basic* men-at-arms where MORE powerful than starting characters! However, I also wanted a way to keep the variant characters like the Wardancer and Trollslayer.

So, my grand idea: the character generation system is designed to allow you to make ANY character from the Warhammer background for the game. I can just use that.

Thus, every henchman is now generated using the same system with some modifiers:
       -1WS, -1BS, -1B, -1I, -1 Bonus Point, -3F, +20GC.
Money may only be spent on weapons and armour, but not ammunition. Unspent money is wasted.

Each Hero may hire a number of henchmen up to their F+1. Henchmen may be given additional equipment (most pertinently ammo & spell components) at the Hero's expense, but this is not returned even on their death.

All men-at arms cost 50GC per expedition.

This allows the players to hire any sort of character as a henchman, but they will be less powerful than a hero, especially as the campaign progresses, but does away with all the between-expedition mucking about involved with the original advanced henchmen.
Back to top
 
WWW  
IP Logged
 
Ampersand
I AM NOT HERBERT!
*
Offline


I LOVE SKULLS
Posts: 113

uk, United Kingdom
Re: Advanced HeroQuest
Reply #64 - 02/27/12 at 5:17am
 
yeh i get the fact a player will run out of ways to spend cash. thus maxing out everything with the most powerful weapons/armour that can be purchased. and then in turn that bank balance goes up and up.

i did notice that by using the extended rules published in white dwarf for treasure that characters ended up walking away very rich in the pocket afterwards. so i used to use this very subjectionally for specific quests only and stick with the standard matrix' for everything else.
its a tough call that i think probbly requires a simplistic solution rather than a whole new rules set . maybe limit coins that can be carried more or soemthign like that..but then in turn that effect the wizard in a negative manner. so i understand where your coming from in wanting to balance out amongst character type. its just a case of figuring out a happy medium without making too many changes in my opinion Smiley

as for henchmen. i just see these as grunts, cannon fodder, no named henchmen and so on.
off the top of my head i dont remember the original stats of the base henchmen. i would like to see the 4 base henchmen from original heroquest as an availability.
and also i like the rare occasion of finding a "special" henchman (wardancer and such)

could you just not use a limited version of your hero creation system for henchmen? maybe like only 1 path selectable and minus fate points and such to keep them on a level?

im still interested to see how you would create the original barbarian.
as i still dont have a full grasp on your creation process HeroQuest Dwarf
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #65 - 02/27/12 at 7:50am
 
With respect to the treasure: I think there are two things that need changing:
1. The Treasure Chest table and Monster Treasure tables to make the output more reasonable;
2. Adjusting some of the equipment costs, as they are under the power curve making the better weapons a non-brainer in the short term.

Henchmen under the proposed new system have no fate (hence I typed -3F). This is a more limited version. The stat boosts for the paths are minimal, the bonus points being far more useful. The inclusion of the specialists is less about having specialists and more about the option to build them if needed.

Under the new CharGen, a human fighter/archer/warrior, has stats and equipment allowances almost identical as a standard Men-at-Arms, and below that of the Sergeant or even worse the Captain!

That said, it would be less problematic to tweak the path system for the Henchmen, but this is a good place to start.

The original four AHQ Characters:
Human Warrior: Human/Fighter/Archer/Warrior
Human Wizard: Apprentice/Journeyman/Conjurer Or Sorcerer OR Mage
Elf: Elf/Archer/Marksman OR Sharpshooter
Dwarf: Dwarf/Fighter/Knight OR Soldier

The HQ conversion character would likely work similarly, save the Elf who would drop the third path for Apprentice.
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #66 - 02/27/12 at 2:17pm
 
re-written gen from scratch for the Henchmen. Just need to massage the number.
But first, sleep!
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #67 - 02/28/12 at 12:01am
 
OK, first draft of the updated Henchmen: http://www.4shared.com/office/8l7v9z0n/Henchman_Creation.html
Back to top
 
WWW  
IP Logged
 
Ampersand
I AM NOT HERBERT!
*
Offline


I LOVE SKULLS
Posts: 113

uk, United Kingdom
Re: Advanced HeroQuest
Reply #68 - 02/28/12 at 5:11am
 
wow looks good slev. youve been busy Smiley
striaght to the point and simple (again cant playtest anything just yet)
my only concern is to your 2 new races maybe not being balanced as they should be.
+2 Ws for ogre?
and again the paths. is this new set of paths for henchmen only? and that the original paths for the hero creation are not used for henchmen?

other than that i like it a lot..its simplistic and thats how expansive additions should be in my opinion.
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #69 - 02/28/12 at 10:37am
 
Yeah, the two newbies are in need of playtesting.

These paths are separate for Henchmen, and not used by Heroes. That said, I'm looking at dropping the basic to two paths, as they could be overpowered otherwise. This will bring Henchmen out as less powerful than Heroes, but still useful, especially as a walking treasure chest.

As to the ogre, yes his stats are awesome. However, given the cost of Ogre armour, and given he counts as two paths, he is more limited in his roles. The Halfling does seem a little weak, I'm trying to figure out how to boost him.
Back to top
 
WWW  
IP Logged
 
Ampersand
I AM NOT HERBERT!
*
Offline


I LOVE SKULLS
Posts: 113

uk, United Kingdom
Re: Advanced HeroQuest
Reply #70 - 02/29/12 at 4:56am
 
i think base stats on the obvious traits and go from there.
ogres are big hulking brutes so a strength bonus balanced by a intelligence decrease seems like the first obvious choice
and of course with halflings. i think you have to base it on the stereotypical halfling (burglar,scout,thief) sort of thing?
bravery being a common trait for a bonus. and maybe something to signify the size difference,. smaller = harder to hit. or simply just a speed bonus maybe.
but obviously a halfling strength isnt in fighting or spellcasting. so what the hell is it doing in a dungeon  Tongue
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #71 - 03/01/12 at 3:02pm
 
YEah, I'm going to look at the Halfling & Ogre stats again soon. A few problems with the magic item tables to sort out first!
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #72 - 03/01/12 at 11:02pm
 
Here we go!

Revised Treasure Chest Table (proposed)
02 = Magic Treasure
03= Magic Potion
04 = Jewel
05 = 6 Arrows & 10 Gold Crowns
06 = 2 Shot & Powder
07 = Shield
08 = 100 Gold Crowns
09 = 75 Gold Crowns
10 = Screech Bug
11 = 10 feet of Rope
12 = 50 Gold Crowns
13 = 25 Gold Crowns
14 = 50 Gold Crowns
15 = 5 Iron Spikes
16 = Rat Poison
17 = 75 Gold Crowns
18 = 100 Gold Crowns
19 = Blade Venom
20 = 2 Flasks of Sartosan Fire
21 = 4 Crossbow Bolts & 10 Gold Crowns
22 = Treasure map
23 = Magic Potion
24 = Magic Treasure


I'm considering changing 7 to a roll on the magical bolts & arrows table, since I'm being stingy with the magic.
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #73 - 04/03/12 at 11:29am
 
Play-tested the above. works rather well.
Back to top
 
WWW  
IP Logged
 
DerfelLink
INVERTED VERTEBRAE!
**
Offline



Posts: 397

Rome, Italy
Gender: male
Re: Advanced HeroQuest
Reply #74 - 06/19/12 at 4:12pm
 
Hey guys, my Advanced HeroQuest miniature set arrived today and I really liked it. I've just released an updated Icon Pack for Advanced HeroQuest and All-In-One, featuring these new icons:

...

The All-In-One Icon Pack also features new debugging popups and new shift buttons.
Thanks!
Back to top
« Last Edit: 06/21/12 at 11:28am by DerfelLink »  

...
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #75 - 07/03/12 at 11:17pm
 
nice.
Back to top
 
WWW  
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #76 - 08/28/12 at 11:59am
 
Back to top
 
WWW  
IP Logged
 
gootchute
I AM NOT HERBERT!
*
Offline


Lurch is a sexy man-god!

Posts: 30

Re: Advanced HeroQuest
Reply #77 - 09/19/12 at 6:04pm
 
I found an old version of your rules on my HDD, and i like what i see!  Not play tested until i an convince someone to play a dungeon crawl. I don't see a version number on the files but the last modification date was 7/5/11.

I tried to get the latest version you posted just above my post but dropbox says the file does not exist.  Any way you can repost them please?
Back to top
 
 
IP Logged
 
Ivan
I AM NOT HERBERT!
*
Offline



Posts: 104

.de, Germany
Re: Advanced HeroQuest
Reply #78 - 09/22/12 at 6:57pm
 
Same here, I wrote Slev already a PM. I cant wait to read the updated version.

@DerfelLink: Your AHQ Iconpack is awesome man. Great work. Thank you.
Back to top
 
 
IP Logged
 
Slev
ROCKET CAR!
******
Offline


Morcar has returned...

Posts: 3079

Manchester, Great Britain, europe, 171, 209, United Kingdom
Gender: male
Re: Advanced HeroQuest
Reply #79 - 09/29/12 at 1:04am
 
Link should be: https://www.dropbox.com/sh/r8dggsc09ggu1jg/iZpvdAmD4R

don't know why it changed...

Curent version is 3.2, but I have found some omissions. 3.3 soon, keep 'em peeled!
Back to top
 
WWW  
IP Logged
 
Pages: 1 2 3 4 5 6 7
Send Topic Print