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Advancement - how to do it?

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Advancement - how to do it?

Postby Daedalus » September 3rd, 2011, 9:16 pm

el_flesh wrote:I should very much like the opportunity one day to test Ken's sausage!

If a sentence ever needed grammatical edit, it's this one. :roll:
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Re: Advancement - how to do it?

Postby sadkitchen » September 3rd, 2011, 9:38 pm

I should very much like the opportunity one day to test Ken's sausage!
If a sentence ever needed grammatical edit, it's this one. :roll:

Seriously just laughed out loud.

Didn't even notice that until you pointed it out. Now I'll have mental pictures in my head that I'll never get rid of. Thanks a lot :)

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Re: Advancement - how to do it?

Postby ken » September 4th, 2011, 2:59 am

sadkitchen wrote:
I should very much like the opportunity one day to test Ken's sausage!
If a sentence ever needed grammatical edit, it's this one. :roll:

Seriously just laughed out loud.

Didn't even notice that until you pointed it out. Now I'll have mental pictures in my head that I'll never get rid of. Thanks a lot :)

-SadKitchen

Don't forget this is a Family Show. Here is my new Wizard Fausts' Spellbook, revised edition.
faust Spell Book.doc
You do not have the required permissions to view the files attached to this post.


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Re: Advancement - how to do it?

Postby Big Bene » September 4th, 2011, 3:27 am

Don't forget this is a Family Show.

Oh, Children can never learn frying food early enough.
Here is my new Wizard Fausts' Spellbook

Nice design, but still confusing...
Where are the spells?
Have a look ;)


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Re: Advancement - how to do it?

Postby ken » September 4th, 2011, 7:29 am

Big Bene wrote:
Don't forget this is a Family Show.

Oh, Children can never learn frying food early enough.
Here is my new Wizard Fausts' Spellbook

Nice design, but still confusing...
Where are the spells?

Go to Home Page, click on "Cards", scroll down to the bottom, several sets of spells down there. I did it on my own :!: :roll: :mrgreen:


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Re: Advancement - how to do it?

Postby Daedalus » September 7th, 2011, 12:54 am

Big Bene- This thread sure is moving in a new direction. Could you should start a new one with a more appropriate title that others could easily find in the General HeroQuest Discussion section? I'd be willing to transfer the applicable posts using quote and edit functions and add them in. I could start the thread as well, but it would be better if you titled it. Once the posts were transferred, individual posters could delete their posts in this thread and return it to torilen. What do you think?
Last edited by Daedalus on September 7th, 2011, 10:25 am, edited 1 time in total.
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Re: Advancement - how to do it?

Postby torilen » September 7th, 2011, 1:15 pm

***Finally got this written up properly for the forum - sorry it took so long....been busy lately***

I've been working on using training options to advance heroes.
Now - realize that this is not a complete list of my training options,
but those left out require the use of my list of weapons and armors,
and I've changed the price of things. I've attempted to include only those training
options that change the game very little, except for increasing the heroes abilities.

As you read, you might think the prices are a bit low. However, realize that,
during the first quest pack in the original game system, the heroes only get
639 gold each (based on four heroes). This doesn't include gold and items
found from picking up treasure cards - this is gold given in actual notes
in the quests. My guess would be that each hero would not get more than
1,000 gold or so through the entire first quest pack. That being said,
remember, also, that character's will want to buy weapons, armor, and
potions throughout the game. This will take up their gold, too.


BASIC CHARACTER TRAINING
Between quests, roll 1d6 and multiply the result by 5. This will tell the players how many days they have for training until the next quest would need to begin.
The GM will need to decide if there is no time allowed between quests (for example, if there is a sense of urgency for
the next quest, or if the characters are inside a cavern or keep and would not return from
one quest to another).

+1 Body Point
1,000 gold (thinking of changing this to 500 gold, perhaps)
Gives the character 1 additional base Body Point; this training typically
consists of exercising, running, lifting weights, etc. This training requires
8 hours per day for 3 full weeks (30 days)

+1 Mind Point
1,000 gold (thinking of changing this to 500 gold, perhaps)
Gives the character 1 additional base Mind Point; this training typically
consists of reading, solving puzzles, debating, researching, etc. This training
requires 8 hours per day for 3 full weeks (30 days)

Weapon Expertise
100 gold
The character gains +1 combat die for attacks with the chosen weapon, up to a +3
above the base number of combat dice offered by the weapon.
This training requires 8 hours per day for 10 full days (1 week)

Armor Expertise
100 gold
The character gains +1 combat die for defenses with the chosen armor, up to a +3
above the base number of combat dice offered by the armor.
This training requires 8 hours per day for 10 full days (1 week)

Follow-Through Kill
200 gold
If a character kills a target and has damage left over, this extra damage may
be carried over to the next target within reach. That target must defend or take
the damage. For each time this training is taken, the character may “follow-
through” to another target, if there is enough extra damage.
A character can take this training a number of times equal to his Body Points.
This training requires 8 hours per day for 10 full days (1 week)

Move and Kill
200 gold
This allows a character to take part of his movement, make a single attack,
and then finish his movement. The character’s movement is cut by 3 spaces,
however. Each additional time this training is taken, the reduction is
movement is negated by 1 space, until the character is able to take his entire
movement each time.
This training requires 8 hours per day for 10 full days (1 week)

Learn Magic
300 gold
The character gains the use of 1 Spell Group and can now train under other
Magic Training options.
This training requires 8 hours per day for 3 full weeks (30 days)

Magic Expertise
100 gold
The character gains use of 1 additional Spell Group. This can be a new Spell
Group, or can be one already known to the character, giving him more uses
of those spells.
This training requires 8 hours per day for 15 full days (One week and a half)

Multiple Spells
200 gold
Each time the character wishes to cast a spell, he may a combat die. The
character must roll a white shield for the die to be successful. If the die is
successful, the character may cast an additional spell that turn. Each time
this training is taken, the character may roll an additional combat die,
allowing for the possibility of more spells each turn.
The character can take this training up to a point where he can cast a number
of spells each turn equal to his Mind Points.
NOTE: This training does not increase the number of spells allowed each quest.
This training requires 8 hours per day for 2 full weeks (20 days)


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Re: Advancement - how to do it?

Postby sadkitchen » September 7th, 2011, 9:35 pm

torilen wrote:- I like that a lot. Very HQ-ish.
(is that a word)


Adding ish to the end of another word always works. :)

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Re: Advancement - how to do it?

Postby ken » September 8th, 2011, 2:35 am

sadkitchen wrote:
torilen wrote:- I like that a lot. Very HQ-ish.
(is that a word)


Adding ish to the end of another word always works. :)

-SadKitchen

This thread is getting very AHQ-ish, and WHQ-ish. The WHQ Roleplay book, covering most of the points mentioned herein, is 191 pages long. This is just a comment, not an opinion. :mrgreen:


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Re: Advancement - how to do it?

Postby torilen » September 8th, 2011, 8:40 am

Funny you should say that ken...in doing my own rewrite of HQ stuff, and adding in
my own house rules and such...I've gotten about 23 pages right now. There's still stuff
that needs to be written, and there's next to no fluff. That's what really adds to the
pages - all the fluff. You know...description of a dwarf and their culture...description
of the elven kingdoms...that sort of thing. The rules themselves really only take about
1/2 the space...if that. (rules would include the explanation of magic spells, as well).


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