Posted by
TheConvenientSkill on
Feb 03, 2012; 1:02pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Advanced-Heroquest-is-the-best-tp7172021p7250636.html
I like the simplistic nature of the generation tables, it makes it easier to mod, plus it ties in with the simplistic design of the tiles. Plus with random generation you can play solo, whereas a generated layout holds no secrets.
AHQ's rules per the standard game are 11-12 Quest room on any room roll. Lichemaster complicated this by introducing staged generation tables, 0-2 rooms explored No Quest room possible, 3-5 12, 6-7 9+, 8 or more rooms 8+.
Here's the probabilities of rolling the Quest room in the Standard (St) game and the Lichemaster (LM) (according to me):
Room St LM
1st 17% 0%
2nd 31% 0%
3rd 42% 0%
4th 52% 8%
5th 60% 16%
6th 67% 23%
7th 72% 49%
8th 77% 66%
9th 81% 80%
10th 84% 88%
11th 87% 93%
So the Lichemaster takes longer on average, but doesn't tend to drag out.
Regarding Chronicles of Arax, I've tinkered with a couple of methods like that, from an almost exact copy to moving up when a room roll has already been explored.
For a very easy example:
1-6 Normal
8-9 Hazard
10-12 Lair
13 Quest
So if I rolled, 9,10,9. The second 9 rolled would move up to 11, 9 and 10 having already been used. Having the Quest room as 13 means that you can't enter the Quest room on the first roll, generally this takes about 9-10 rolls to find the quest room but it is very easy to tweak the table to make the quest harder or easier. Using this system it is more likely that you will hit the higher numbers especially as you are required to have hit a 12 before, therefore a symmetrical layout is generally better.
However this still doesn't stop you finding the Quest room eventually, no matter what.
I think the answer still lies in cards, I'll post my thoughts in a bit.
Really I am trying to answer some criticisms I've read regarding the game, namely:
You do not have to enter/explore a room because you will get to the Quest room eventually.
Fighting around doors.
The fighting around doors thing is very easy to resolve without any complicated rules whatsoever, if you defeat a monster and leave a vacant death zone either the victorious character, on first dibs, or a 'free' opponent may immediately step into the space. This effectively locks the defending character in place, and if they close the door, any monster may open it back it up.