• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Combat Stats & Weapon/Armor

Discuss new Rules for HeroQuest.

Combat Stats & Weapon/Armor

Postby knightkrawler » January 31st, 2013, 5:21 pm

I'd like to present one of the cores of my houserules: a new Combat Stat System
______________________________________________________________________

Using the original rules, a hero starts with a weapon assigned to him, which gives him his attack dice.
I changed that, primarily because I desperately want to keep the fighting advantage for the Barbarian and other warrior classes.
The reason is this: :barbarian: starts with a Broadsword and has 3 AD; :elf: starts with a Shortsword and has 2 AD; both of these AD stats are assigned to them through their weaponry alone. That means, while the Elf can buy the Battle Axe for 4 AD and still keeps his spells, the Barbarian loses his advantage even if he has a Battle Axe as well.

Now why in Jesus' name would every hero with a Battle Axe have the same fighting skills? I just couldn't live with that.
__________________________________________________________________________________

So I broke down the Attack dice stats and thought about them.
The change I made:
:barbarian: 3 AD = 1 AD base superior fighting skill + 2 AD Shortsword (!) - That means if he's upgraded with the same weaponry as the Dwarf or the Elf he still retains a +1 AD advantage. Plus, the Broadsword is a goal, again.
:elf: 2 AD = 0 AD base fighting skill + 2 AD Shortsword
:dwarf: 2 AD = 0 AD base fighting skill + 2 AD Handaxe (may be thrown)
:wizard: 1 AD = 0 AD base fighting skill + 1 AD Truncheon

Same goes for Defend dice.
My stats:
:barbarian: 2 DD = 1 base skill (call it natural reflexes & avoiding blows) + 1 superior fighting skill + 0 no armor whatsoever (represented in the miniature)
:elf: 2 DD = 1 base skill (call it natural reflexes & avoiding blows) + 1 Leather Armor
:dwarf: 2 DD = 1 base skill (call it natural reflexes & avoiding blows) + 1 Leather Armor
:wizard: 2 DD = 1 base skill (call it natural reflexes & avoiding blows) + 1 Heavy Robe

For weaponless attacks, all Heroes roll 1 combat die.
:barbarian: hits by rolling :skull: or :blackshield: ,
:elf: and :dwarf: hit with :whiteshield:
:wizard: hits with :blackshield: but may only attack weaponless if running or spellcasting is not an option
A weaponless hit only ever results in the loss of 1 Body point, never more than that.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Combat Stats & Weapon/Armor

Postby knightkrawler » January 31st, 2013, 5:22 pm

Now for the wepaons available (To better accomodate for the above changes I substituted the absolute values of the original armory with bonus values [+2 for 2 etc.]):
-- I will edit this post sometime over the next few days with definitions for the special rules given in Italics --
Rather than prohibiting specific weapons for the wizard, I clarify that spellcasters can ONLY use weapons whose entry specifically state that they can (e.g. as in "May be used by all Heroes" like the Dagger and Truncheon).

Melee Weapons

Dagger
+1 AD
Throw, Range: current Body points
Thrown: You may recover a weapon you have thrown by moving on or adjacent to the square you hit an adversary in.
45 GC
May be used by all Heroes

Truncheon
+1 AD
Diagonal
No Rust: This weapon is not negatively affected by the Rust spell or other decaying effects.
65 GC
May be used by all Heroes

Silver Dagger
+1 AD
Throw, Range: current Body points
Thrown: You may recover a weapon you have thrown by moving on or adjacent to the square you hit an adversary in.
Werewolf: A werewolf losing at least one Body point through this weapon is killed immediately. If the werewolf is a Hero under the Werewolf Curse, the attack is treated normally, but the Curse is negated.
275 GC

Mace
+2 AD
No Rust: This weapon is not negatively affected by the Rust spell or other decaying effects.
225 GC

Staff
+2 AD
Diagonal
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
160 GC

Handaxe
+2 AD
Throw, Range: current Body points
Thrown: You may recover a weapon you have thrown by moving on or adjacent to the square you hit an adversary in.
175 GC

Spear
+2 AD
Diagonal
Throw, Range: current Body points x2
Thrown: You may recover a weapon you have thrown by moving on or adjacent to the square you hit an adversary in.
215 GC

Shortsword
+2 AD
150 GC

Rapier
+2 Ad
Diagonal
Targeted: When using this weapon white shields hit instead of skulls. If your attack roll results in two or more white shields, let your adversary defend normally and then roll another combat die. A skull means another hit, which your adversary may not defend against.
300 GC
May be used by all Heroes

Wizard's Staff
+2 AD
Diagonal
Projectile +2 AD (Fireball)
No Rust: This weapon is not negatively affected by the Rust spell or other decaying effects.
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
450 GC

Longsword
+3 AD
Diagonal
300 GC

Plaguesword
+3 AD
Diagonal
Ripping: In each attack roll using this weapon, every skull is counted as two.
Soul Weapon: After each successful attack with this weapon you must roll one combat die: a black shield means you lose one Mind point.
725 GC

Obsidian Blade
+3 AD
No Rust: This weapon is not negatively affected by the Rust spell or other decaying effects.
Shattering: If your adversary cannot negate all your Attack skulls his armor (or, if he is not wearing any, his shield) is shattered. For his following Defend rolls his armor modificators are not used anymore.
600 GC

Broadsword
+3 AD
225 GC

Halberd
+3 AD
Diagonal; Range: 2 squares
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
450 GC

Morningstar
+3 AD
Diagonal
Two Attacks: You may choose to divide your Attack dice for attacking two adversaries.
400 GC

Warhammer
+4 AD
Throw (3 AD), Range: current Body points halved
Movement penalty:2 MP
Weight: You may only wear or carry two pieces of equipment with this special rule. Heroes with 7 or more Body points may wear three such pieces.
Thrown: You may recover a weapon you have thrown by moving on or adjacent to the square you hit an adversary in.
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
500 GC
May only be used by a Hero starting a quest with at least 7 Body points

Battleaxe
+4 AD
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
400 GC

Executioner's Axe
+4 AD
Diagonal
Decapitation: If you roll at least one black shield with your attack your adversary is dead immediately, but only if you roll at least one skull as well. The attack roll is treated normally if the adversary has the skill Rapid Regenration.
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
800 GC
May only be used by Warrior class Heroes

Greatsword
+4 AD, +1 DD
Diagonal
Movement penalty: 2 MP
Weight: You may only wear or carry two pieces of equipment with this special rule. Heroes with 7 or more Body points may wear three such pieces.
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
950 GC

Berserkerblade
+5 AD
Diagonal
Two-Handed: This weapon may not be used with a shield, nor with a second weapon.
1250 GC
May only be used by Warrior class Heroes


Ranged Weapons

Blowpipe
+1 AD
1 - 4 squares
Ammunition: After every attack with this weapon roll a combat die. If you roll a black shield, your ammunition is spent immediately. You must buy another set of ammunition before the next quest in order to use this weapon.
150 GC

Sling
+1 AD
2 - 2xBody points squares
50 GC

Shortbow
+2 AD
2 - 2xBody points squares
Ammunition: After every attack with this weapon roll a combat die. If you roll a black shield, your ammunition is spent immediately. You must buy another set of ammunition before the next quest in order to use this weapon.
250 GC

Longbow
+2 AD
2 - 3xBody points squares
Ammunition: After every attack with this weapon roll a combat die. If you roll a black shield, your ammunition is spent immediately. You must buy another set of ammunition before the next quest in order to use this weapon.
375 GC

Elven Warbow
+3 AD
2 - 3xBody points squares
Ammunition: After every attack with this weapon roll a combat die. If you roll a black shield, your ammunition is spent immediately. You must buy another set of ammunition before the next quest in order to use this weapon.
450 GC
May only be used by an Elf Hero

Crossbow
+3 AD
2 - unlimited
Ammunition: After every attack with this weapon roll a combat die. If you roll a black shield, your ammunition is spent immediately. You must buy another set of ammunition before the next quest in order to use this weapon.
550 GC


Armor

Buckler [Shield]
+1 DD
No Two-Handed Weapon
Shield Riposte: f your Defend roll is successful by rolling more white shields than you need to negate the Attack's skulls, you may roll a number of combat dice equal to the number of excess white shields for an immediate counter Attack your adversary may not Defend against.
350 GC

Shield [Shield]
+1 DD
No Two-Handed Weapon
125 GC

Towershield [Shield]
+2 DD
No Two-Handed Weapon
Movement penalty: 2 MP
Weight: You may only wear or carry two pieces of equipment with this special rule. Heroes with 7 or more Body points may wear three such pieces.
275 GC

Leather Armor [Body]
+1 DD
175 GC

Chainmail [Body]
+2 DD
450 GC

Platemail [Body]
+3 DD
Movement penalty: 3 MP
Weight: You may only wear or carry two pieces of equipment with this special rule. Heroes with 7 or more Body points may wear three such pieces.
850 GC

Protective Tattoo [Body]
+1 DD (Permanent Stat Change!)
500 GC

Crystal Armor [Body]
+2 DD
Mystical Defense: When wearing this armor you may double your Defend dice against magical attacks and magically enhanced or summoned adversaries.
1500 GC
May only be worn by Spellcaster class Heroes

Heavy Robe [Body]
+1 DD
850 GC
May only be worn by Spellcaster class Heroes

Bracers [Arms]
+1 DD
200 GC
May only be worn by Spellcaster class Heroes

Helmet [Head]
+1 DD
175 GC


Additional Equipment

Ammunition
For a ranged weapon with the special rule Ammunition this equipment must be bought before each quest in order to use said weapon when projectiles are used up.
35 GC

Toolkit
You may try to disarm a trap by standing on or adjacent to the triggering square. Roll 1 combat die: if the result is a skull the trap is triggered and you suffer the consequences. With any type of shield you successfully disarm the trap.
250 GC

Crowbar
You may try to open any type of door with the Crowbar, not matter how many Body points you currently have. Roll 3 combat dice: if you roll at least 2 skulls the door springs open. If the result is at least 2 black shields, the Crowbar breaks and is useless. The Crowbar may not be used as a weapon.
75 GC

Paralyzing Weapon Poison
You may use this poison with the Blowpipe. When your adversary suffers the loss of one or more Body points he must roll 1 combat die at each of his following turns. Everytime he rolls a skull he must subtract 2 Movement points, 1 Attack die, and 1 Defend Die from his stats until he has the following stats: 0 MP, 0 AD, 1 DD.
The poison is sufficient for the use during one quest only.
150 GC

Weakening Weapon Poison
You may use this poison with the Blowpipe. When your adversary suffers the loss of one or more Body points he must roll 1 combat die immediately. A skull means he must subtract 1 additional Body point, when he rolls a black shield he suffers the loss of 2 Body points. If the result is a white shield the poison was ineffective. The poison is sufficient for the use during one quest only.
250 GC
Last edited by knightkrawler on February 1st, 2013, 12:19 pm, edited 1 time in total.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby torilen » January 31st, 2013, 6:08 pm

Were you going to post a description of the special abilities of your weapons...
for example, the silver dagger has 'werewolf' under it, and warhammer has
'weight' under it. What do these descriptors signify?


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic.
torilen

Ice Gremlin
Ice Gremlin
 
Posts: 2081
Joined: October 9th, 2009, 4:18 am
Location: Virginia, USA
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Combat Stats & Weapon/Armor

Postby knightkrawler » January 31st, 2013, 6:26 pm

They signify special rules I will post soon, hopefully tomorrow.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby Tott » February 1st, 2013, 6:33 am

really like that, good stats on most things but the morning star looks a little over powered for only 400g - if I'm reading it right that's effectively 6AD per turn? i dont have an issue with that (so long as its not available until a certain point) but the 400g make that point a LOT earlier than id be happy with. stick another zero on the end...
i also like the differing stats on the heros, and the reasons for them, it makes each hero a bit more individual. the wizard has magic, the dwarf can remove traps, the elf has a mixture of combat and magic and the barbarian has the +1 to attack and defend. looking forward to the definitions of the abilities. also, certain items having additional requirements such as minimum starting points is a great idea too!
User avatar
Tott

Necromancer
Necromancer
 
Posts: 341
Joined: June 24th, 2010, 7:01 am
Location: Arklow, Ireland
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby knightkrawler » February 1st, 2013, 7:31 am

No, no 6 AD per turn. Only 3 that can be divided into two attacks. The rule I'll post today or tomorrow
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby Tott » February 1st, 2013, 7:43 am

knightkrawler wrote:No, no 6 AD per turn. Only 3 that can be divided into two attacks. The rule I'll post today or tomorrow

AH! OK that makes much more sense, initially it looks like they can have two attacks of three dice each!
again, for more advanced characters that have a lot of quests under their belt and are facing much tougher opponents i wouldn't have an issue with that, so long as its sufficiently difficult/expensive to get!
User avatar
Tott

Necromancer
Necromancer
 
Posts: 341
Joined: June 24th, 2010, 7:01 am
Location: Arklow, Ireland
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby knightkrawler » February 1st, 2013, 8:30 am

I'm with you on that. HQ is very open for rules and special skills.
How about at some point is his slaying career a Dwarven Slayer may learn to use the morningstar more effectively (2 attacks with 3 AD EACH), first having to ignore his next Defend roll if there is any, then later even learning to defend normally when having used two full attacks.
It's this openness that leads me to writing (optional) rules that may or may not be modified and/or modularized.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby knightkrawler » February 1st, 2013, 12:22 pm

I added the special rules directly to each weapon. Takes more space, but you don't have to scroll up and down to read the special rules for each weapon.
Hope you enjoy.

Feel free to use, be inspired, change, enhance, and do whatever you like with these rules.
If anyone wants to make cards, go ahead without asking. Just wanna see the results.. ;)

Comments are more than welcome, playtest results would be grrrrrrreat! |_P
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5822
Images: 27
Joined: May 25th, 2012, 2:26 pm
Location: Regensburg, Germany
Forum Language: English (United States)
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Combat Stats & Weapon/Armor

Postby el_flesh » February 1st, 2013, 6:27 pm

Interesting proposition!

You could also not allow the elf to use the battleax - it's not an image we expect!
I usually give him a 'bow' anyway (crossbow would be for the dwarf or a flunky...)

Another possibility I mentioned in another thread (about dice) is to use percentile dice instead and assign weapons different values for attack and creatures different values for defence - one subtracts from another. I have no idea if this is what D&D does; I have never actually played it.
"I will raise your dead body as an undead skeleton. Then I will make it do unspeakable acts. Like taking a shower." - El Flesh.

Image


Rewards:
Played a turn in a Play-by-Post game. Created a Hot Topic.
User avatar
el_flesh

Exiled
Exiled
 
Posts: 1315
Images: 4
Joined: April 25th, 2010, 4:38 pm
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

Next

Return to Rules

Who is online

Users browsing this forum: No registered users and 1 guest