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Subject: Campaign Variant rss

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Henrik Havighorst
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Here are some 'campaign' rules we've been using to make the game more interesting. The gameplay remains intact and no rules change, but the things you can do in between quests are altered.


1. All non-card items that can be found in dungeons (like the healing potion) don't carry over from quest to quest. Only cards remain with the heroes. The gold carries over too of course

2. Shuffle the item deck, reveal the top 5 cards, only these 5 items are available at the shops at that point in time, which limits the choices for the hero players.

3. Items can be sold again for a fifth of their asking price.

4. In order to heal, the players will have to visit the healer, who heals 1 body point for 10 gold. The heroes can also rest to fully restore their health for free, but that forces them to skip the next adventure.

5. The spellcasters need to buy the scrolls for their spells and don't get them automatically. Each set of spells (3 cards) cost 30 gold (10 gold per card), the cards cannot be bought separately but must be bought in sets.

6. If a hero dies, he looses all his items and the hero player removes a quarter from his gold stack. Take a new hero.


Optional rule changes to make the game harder without adding anything to the game:

1. Heroes can only defend once per DM round (if two monsters attack one hero, the hero can choose against which to defend, that means however, that movement is resolved before combat)

2. Line of sight is in effect. If no unobstructed line can drawn between the spellcaster/attacker and the target, the spell cannot be cast. (Applies to ranged weapons too)

3. When searching for traps and treasure (not secret doors) only a 3-6 on a die roll will result in a success. One a one or two, traps and treasures will not be found and no further attempts can be made for that room/passage. Treasures in furniture is exempt from that rule and will always be found. Likewise, the dwarf only succeeds in disarming traps on a roll of 3-6.


I might add more in the future, but that is all for now.

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Chris J Davis
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Quote:
4. In order to heal, the players will have to visit the healer, who heals 1 body point for 10 gold. The heroes can also rest to fully restore their health for free, but that forces them to skip the next adventure.


So what does that player do while he's resting? Distribute the snacks?
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Polychronis Perrakis
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Quote:
1. All non-card items that can be found in dungeons (like the healing potion) don't carry over from quest to quest. Only cards remain with the heroes. The gold carries over too of course


Why?

Quote:
5. The spellcasters need to buy the scrolls for their spells and don't get them automatically. Each set of spells (3 cards) cost 30 gold (10 gold per card), the cards cannot be bought separately but must be bought in sets.


Surely unfair.. Spellcasters, especially the wizard, don't collect too much money; all the money seems to go to the more brutal barbarian and the dwarf... Spellcasters are the support team, as they don't have good defense..

Quote:
4. In order to heal, the players will have to visit the healer, who heals 1 body point for 10 gold. The heroes can also rest to fully restore their health for free, but that forces them to skip the next adventure.


There are plenty of healing potions, so this rule is useless for me.. If you want to have a healing rule, you could retain heroes' damage from mission to mission, and force them to use healing potions in order to fully recover..

 
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Henrik Havighorst
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Quote:
Why?


To encourage using those items during the quest and making money the decisive factor in between quests

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Surely unfair.. Spellcasters, especially the wizard, don't collect too much money; all the money seems to go to the more brutal barbarian and the dwarf... Spellcasters are the support team, as they don't have good defense..


The gold stack is shared between the players and the purchases are done in this order: Healing, Spells, Extra items.

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There are plenty of healing potions, so this rule is useless for me.. If you want to have a healing rule, you could retain heroes' damage from mission to mission, and force them to use healing potions in order to fully recover..


That is too hard, heroes would die to often. Keep in mind that the healing potions don't carry over and getting healed is a serious problem once you hit the later quests. You should try this variant first and see how it works, it always turned out well in our campaigns and there was good ratio of being able to heal and not being able to. The will be a scarcity of money, due to the cost for spells and healing in general and you will find yourself in situations where you cannot afford to heal at all.

 
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