A.T. wrote:Ultimately it depends on your goal.
Heroquest is already easy to run away in and straightforward to fight monsters in but one character usually has to hold the bottleneck.
I would imagine this would add a lot of rounds of backing up and rolling smaller numbers of dice while the monsters can't fight back but it does depend on the setting.
Best to play test and see what works.
In terms of
40k heroquest there was space crusade which had no form of anti-movement, and space hulk with overwatch (automatic but inaccurate shooting until you either killed anything incoming or jammed your gun).
So yes, Hero quest and space crusade really are my go to, and my frame of reference. I’ve never played any other board games. And even those board games are played when I was much younger in my childhood growing up in the 80s. Even then I didn’t play crazy, amount of board gaming.
Although I have played Space Hulk Vengeance of the Blood Angels video game, back in the day which gave me a lot of time with the space Hulk mechanics.
so hence I do have a overwatch mode in my game, called guard mode.
I’m still relatively new to this.
But I’m quite definite about the things I want in the game.
I want to there to be tactical depth to the gameplay.
At the moment I have a set of rules that generally are able to fit a variety of different settings. Either Warhammer fantasy, or Warhammer 40,000..
There’s a lot of the same stuff.
I also wanted to incorporate things like being able to barricade doors, or corridors. Kind of tower defence stuff. Plus narrative intrigue, possibly story choices? Although I haven’t implement any of that as yet.
One priceless gaming moment that I had playing with my boys was where we were playing the hero quest inspired version of this Board game dive created... Where various moving parts just clicked.
we had to retreat into a room being pursued by a bunch of monsters. We had the tools to be able to barricade the door shut. And the monsters were busy bashing down the door. One of the heroes search the room, and you pull a card from the deck that I’ve created, and wouldn’t you know it? We found a secret passageway, which allowed us to choose any other vacant room, As an exit point for the secret passage. Needless to say, we all escaped certain doom.
it was a really great moment.
And I want to create a rule set that really facilitates those kind of moments…
But anyway, as for The shooting mechanic.
I have been play testing.
I think it became slightly overpowered, so I have revised it to
Shot by 1 — penalty of -2 from your total move.
Shot by 2 — penalty of -4 from your total move + -1 attack dice on the targets next turn.
Going to try that.
Tell ya — it’s a nuanced thing making rules. my sound great on paper, but playtesting it might reveal actually, doesn’t quite work as well as you would like.
One thing I’m also wondering, is what kind of scenario would result in a target being pinned by ranged fire??