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Re: HeroQuest 2.0

Posted by DarakuTenshi on Jun 18, 2011; 4:07am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/HeroQuest-2-0-tp6476802p6489899.html

Well basically what I'm doing right now is just jotting down some of my ideas for HQ.

What I'm doing can be stand alone or done with HQ. I'm going to be making a custom game board that will be more like Descent but the board will be able to configure to the original HQ map.

I'm trying to come up with rules that will stay true to HQ stats but allow you to create your own character by race and class I'm also throwing around the idea of feats for non magic users (most likely a tech tree system). (Creating new characters will not be a chore like it is for D&D it should be very quick and painless but still giving you room to use your imagination a bit more) Also will be adding in many new classes, races, and monsters.

Expanding the magic giving the user more options to learn magic and to grow their characters. All classes will have the ability to advance such as an apprentice who can eventually become an all out mage.

Rules for ranged weapons and adding attack of opportunity in certain situations, I.E. a hero that decides to run blindly into an area that has not been looked in (room or hallway) and they run smack into a monster, giving that monster the ability to attack without having to wait for the DMs turn.

I love hack and slash games like HQ but I would like to see a bit more roleplay and not just all story and no thought. The game I'm running right now at the day camp I'm working at this summer is making me get really annoyed at the run and gun style, they have gotten used to the game system and they are no longer taking time to think much so I've been having to throw new things at them to keep them on their toes.

Rather than using the current dice from HQ it will end up being the usual D6 and in some cases a D20 will be needed.