Thanks guys…
Appreciate the feedback there. Yes I think I have maybe snookered myself a bit with using Heroquest dice.
But it keeps it accessible.
I’ve tried to add special abilities for each faction. Plus Bannermen, which gives that faction +1 combat dice.
With Skaven — a bell ringer who can call + 1 Skaven Mini to be placed on the board each turn. Unless he is killed.
ALSO - they can use secret burrows under the ground. So can play a marker/ token between 2 rooms on the board that they can freely move between.
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Crispy78 wrote:Hello and welcome!
You could also look at ranged weapons and spells working in the same way, maybe also some default behaviours for different monsters that the
GM (assume you!) has to follow - e.g. goblins are cowardly, if they take a hit that doesn't kill them they will try to run away.
Any good?
lol… I like to give them personality… I do have them retreat if they are getting beat.
But I have recently discovered Advanced Heroquest. Looking to download and print the rules from somewhere. But that has some great ideas.
Like allowing the Hero’s to retreat and if they evade the enemy
LoS for 2 turns the monster will give up the chase and return to the room they are in.
OR they add a counter / parry if you attack and roll all shields the opponent has a chance to roll a free attack! Which is cool.
I do have wounds and bandages. If you get wounded, either by dropping to one life point, or special attack, your movement is halved by 50%.
Can only be fixed with bandages.
I have also added attacking from behind. If you attack from behind you can roll +1 extra combat dice when attacking. Which has so far quite well. It gives purpose to either fighting with your back against the wall, to heroes can fight back to back, which is pretty cool.
I also recently added dogs. I wanted them to be able to bite an enemy and hold them in place for 1 turn.
So far I have formulated —
Dogs attack with x 2 combat dice… but if they bite they attack with 3, but do no damage but a bite is commenced. Whilst an enemy is held in a bite by the dog they cannot move nor attack. And roll -1 dice in defence!
On the following turn the enemy can roll 1 dice, if they roll a black shield they break free.