by Jafazo » October 15th, 2014, 12:37 am
I strongly discourage this presented system for Hero advancement and I'll explain why in a minute. In my opinion, the first thing you need to ask yourself is "Why implement an advancement feature in the first place?" The answer to this is usually the same for most of us, "Because existing content is getting old and boring and we want something more, something new." But here's the main problem with an answer like that, Hero Quest is already its own balanced system. It was made and published with a rule-set that was officially considered, balanced. This means that if we add stuff, we run the risk of unbalancing the game, therefore, our custom content has to be self sufficient and should be balanced on its own. This system is not self sufficiently balanced and here are a few reasons why...
1. There are no cap on Advancements. This means that you'll eventually be faced with overpowered Heroes. Even if you justify this advancement method with the excuse that it takes 1d6 x5 days to advance, effectively slowing Hero advancement to a crawl, the fact still remains that it's legally possible to pump your Hero up to ridiculous strengths.
2. Will the Heroes NEED this advancement to overcome future challenges? If the answer is no, you're risking unbalancing the game because Heroes will be able to reach higher levels of strength than originally intended whereas the rest of the game (monsters) will not. You'll need to compensate monsters with some means of advancing if the answer is yes.
3. I personally dislike the Training Time inclusion where players obtain their advances at a rate of 1d6x5 days. This rule seems to me like it just delays the inevitable, that Heroes can eventually become too powerful. SLOWING advancement doesn't prevent it. You need to stop it with caps. Also, the randomness element is just not fair. A player with poor luck might always roll higher numbers whereas a player with better luck might only be waiting 5 days for his advancements. If you absolutely have to, place a daily delaying requirement that is fair for all players and doesn't reward the lucky player. If Heroes will NEED these advancements as stated above, you're risking whether or not they'll even be ready for future challenges by introducing this randomizing rule.
4. I dislike the Weapon Expertise rule because it allows players to pay gold so they can start bending rules. Letting Heroes move, attack, then continue moving will also eventually demand cumbersome elaboration about when it would be Ok to do it. If there's one thing I fear as a DM it's messing with base rules. It'd be like letting Heroes pay to Move, search for Traps then keep moving or Move, search for Treasure then keep moving. Let's stay away from this rule bending privilege. You'll get frustrated when Heroes start moving into a room, killing one monster, then strategically moving back to the doorway so only one monster can attack him on your turn.
5. I feel the Weapon Expertise advancement attribute is horribly under priced. 100 gold for a combat die!? Hero Quests combat dice are very sensitive to where 5 is extremely powerful and 3 is the average. A combat die should be one of the more expensive advancement attributes. I'd price this one at about 1000 gold. The weapon type restriction seems entirely pointless because Hero Quests weapons of choice are limited so players will simply apply this advancement to the weapon that gives them the best attack. Can you honestly see the Barbarian paying for advancement in his use of the dagger or great axe?
6. Armor Expertise is too cheap as well in cost and is overpowered. As a GM, I wouldn't be very happy if the party's Dwarf adds a +4 Combat Dice advancement bonus to defend on top of his 1 Combat Die to defend helmet. A +5 Combat Die to defend helmet? Yeah right... no.
7. Follow-Through Kill compliments and fully supports the unbalanced nature of Weapon Expertise beautifully. I can think of no better way to give your GM a heart attack than to skyrocket your Attack Dice to 10 and dispatch not only one monster on your turn but every single monster surrounding you.
8. Just when I thought we'd reached our overpowered pinnacle, Learn Magic steps in and kicks me while I'm down. A barbarian with Weapon Expertise in his Great Axe who can cleave 4 monsters in one turn and who can step into a room and engulf his enemies with a Firestorm spell or self heal himself. It hurts, I can't take much more, nnngh... Magic Expertise fully supports this unbalanced advancements too and Multiple Spells is the randomized equivalent of owning infinite Magic Wands albeit it at something of a risk factor.
I hate to shoot this idea down without contributing suggestions to make it better, but in truth, this idea in particular is going to require a lot of modification and I'm currently running numerous projects at a time so devoting too much time to sharpening fellow gamers ideas would be too time consuming. I will, however, push this idea in the right direction with some basic suggestions and those are as follows.
A. Put level caps on all of these Advancement Attributes and MENTION that they don't stack. Allow Heroes to obtain a maximum number of advancement attributes too. My suggestion is 2 per Hero. Don't let any of them be purchased more than once. See how it does in your game, then, if it works, slowly raise some of the caps.
B. Price the Combat dice at 1000 gold and remove the specific weapon limitation. Allow this Advancement to only apply whenever the Hero fights with an equipped weapon from the Armory, so Heroes fighting unarmed don't benefit from the extra combat die.
C. Remove all specified armor piece advancements and create one single Defend Die attribute that will give Heroes one Combat Die to defend, period. Allow that advancement to only apply as long as the Hero is wearing at least one piece of armor, whether it be a helmet, shield or body armor.
D. Eliminate Follow Through, Move and Kill, Magic Expertise and Multiple Spells.
E. Restrict Learn Magic to magic casting Heroes, specifically, the Wizard and the Elf. Give the Hero only one additional spell from his already known batch of spells. So they can basically cast any spell they know twice per quest.
F. Your insinuation that the original quest pack rewards Heroes with a total of 639 gold coins is plain wrong. I started tallying gold coin rewards and about half way through the book got a total of 1,264 gold coins. Don't half ass your work. I stopped at this point and decided that if you want the actual total you should get it yourself, especially when you know where to look but don't bother to. Recalculate Hero obtained gold rewards per quest book, factor in cost then reevaluate your prices.
Unless you specify your version I'm going by the US rules.