Posted by
MortiS-the-Lost on
Jun 08, 2010; 2:19pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Heroquest-alternate-combat-system-tp5151089p5153699.html
Interesting, I like the idea that this system gives characters the option of 'fighting defensively' (putting most of your dice into defence, but in turn doing less damage to your opponent) this sort of thing would play out nicely for situations where you don't want to kill your opponent (say a fellow party member who has become a Werewolf or is temporally being controlled by an enemy spellcaster)
On the other end of the spectrum of course is the option to fight recklessly, putting all your dice into attacking, hoping you can take out your opponent before they get a chance to strike you. (in many games there are rules for reckless berserk attacks which allow a character to cause more damage, but make them more vulnerable so this is very appropriate)
(Hmm ... All this talk of 'Dice Pools' and recklessness is making me think of WFRP3, but lets not head down that road

)
The decision that would have to made each turn as to whether to put more dice into Attack or Defend certainly makes combat more involving and tactical for players as it's not just down to the dice who wins, it partly down to the skill and risk-taking of the player. The player's decision factor being part of the combat reminds me a little of the simultaneous token-based combat system in DungeonQuest where the players choose secretly between 'Slash', 'Mighty Blow' or 'Leap Aside' each round of combat and then the opposing combatants tokens are cross-referenced on a chart which determines who looses how many life points (and I've strayed off topic).
Off the top of my head I can see 2 ways of implementing your rules ideas into HeroQuest:
[1] As you've suggested, re-writing the combat rules so each model has a 'Combat Dice Pool' from which to draw Attack and Defend dice. You'd need to alter the way Armour and Shields work to make sure it's realistic, as in the original HeroQuest rules Armour gives you extra Combat Dice in Defend, thus if these were added directly to your 'Combat Dice Pool' having more armour would potentially increase the damage you can do when attacking, which isn't right (yes I supposed reasonably you could bash people with your shield). I suggest either not allowing the 'bonus' dice given by armour to be added to Attack rolls or dropping the current armour rules in favour of a Warhammer style 'saving throw' system for armour. Also you'd need to alter the effect of some of the Spells and Potions to work with these rules.
[2] Sticking with the original HeroQuest combat rules, but allowing Heroes only (but maybe not all Hero classes) the option to 'Parry Blows' eg: sacrifice a certain number of Combat Dice when Attacking and then add them to their Defend rolls in the same turn. This could even be implemented as a D&D type Skill/Feat that Heroes could learn through training or advancement. The opposite could be done to create a 'Berserker Rage' rule but the Hero would only be allowed to add their 'basic' Defend dice to Attack roll and not any extra dice gained from wearing armour or drinking potions ect.
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~