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(For Advanced Heroquest: Reforged V6.0)
Movement and Traps
-Heroes and Henchmen may now bypass any type of spotted trap by moving slowly (or Tiptoeing). The squares surrounding the trapped square may be walked over at double (Movement) cost while the trapped square itself may be walked over at triple cost. The trap will be set off if the moving model fails a Speed Test upon stepping onto the trapped square. Slow movement is now allowed for all spotted traps (not only for the Falling Block) in order to address some problematic issues experienced when dealing with traps in awkward places (like adjacent to Pits, Portcullises and/or other Traps), also when dealing with (those) awkwardly placed traps in Combat Turns. Tiptoeing is particularly useful in Solo Play, in which traps are found randomly by static Heroes, usually in tricky places.
-It is now expressly indicated that Free Attacks (caused by Critical Hits) may be used at any point during the Attacker's Activation (as if they were normal Skirmish Actions), even against different targets. This is just a clarification, as the corresponding rule in Reforged may be interpreted ambiguously.
-Enemies with only one Life Point left are now considered Severely Wounded; they suffer a penalty of -2 Weapon Skill until recovery. Severely Wounded monsters should not be able to attack with the same vigor as fresh ones.
Generating the Dungeon
-Unless otherwise is indicated by the quest rules, all stairways found at the end of Passages are considered Stairs Out, except the first set of stairs discovered on Level 1 of the dungeon, which is now considered Stairs Down. The only set of Stairs Down on Level 2 (and below if more levels are added) is found in the corresponding Quest Room of that Level. I believe that the game plays better with these adjustments, as stairways may be very dificult to find in passages.
-Doors may be either single doors or double doors. Every door found in the dungeon will be a double door on a roll of 9-12; otherwise, it is a single door by default. This variant retains both types of doors for more diversity. Doors may either help or hinder, depending on the circumstances.
Quests and Campaigns
-Experience Tokens have been changed to “Heroic Tokens” in order to avoid confusions with Experience values.
-The rules for trading Heroic Tokens have been changed; one Heroic Token is now awarded to each Hero after completing a quest regardless of their performance, and another Heroic Token may be traded for a Starting Fate Point. Therefore, a maximum of two Heroic Tokens may be obtained after completing a quest, just as in the past version. A system of “tokens” is easily adaptable to Slev’s system without altering its balance, though I am still testing other variations.
-Identify Magic Item (Service) now costs 60 Gold Coins.
Number of Enemies
-A solitary Wandering Monster is now considered as two Enemies in order to prevent it from being assigned a disproportionately high Points Value.
Number of Sentries
-Sentries are less likely to appear now, as the Sentries Table has been tweaked. Sentries are far too common in Reforged V6.1, but I believe they should be more exceptional.
-A new section with Orcs has been added, including nine different ready-to-play specimens.
-The basic information required to play has been condensed in just three pages.
-Awareness now treats Spot Chance of Traps as being one point higher instead of two, as there are now Heroic Feats to increase the bonus granted by this Ability.
-Channeling now indicates that the Wounds taken by this Ability are immediately lost upon failing the Intelligence Test required for the Spell, or after the Spell has been resolved (including after any healing effects have been applied). This is just a clarification, as the corresponding rule in Reforged may be interpreted ambiguously.
-Hero Types have been changed to Martial, Mystic and Wanderer.
-There are now 91 Heroic Feats to play with: 11 Academic, 43 Combat, 12 Magic and 25 Prowess.
-Trap Master now correctly refers to Awareness and Dexterity instead of “Detect Traps” and “Disarm Traps”, correspondingly.
-Survival has been changed to “Survivalist”, and its effect has been tweaked. A Hero with this Feat may now roll a die upon being required to pay Cost of Living between Expeditions; the cost may be ignored on a roll of 10-12.
-Trade Master may not be used anymore for Cost of Living or to purchase items with a price higher than 250 Gold Coins, as it was exploitable by Priests.
-Accurate Blow has been added (with one Rank and a cost of one Heroic Token): Upon scoring a Critical Hit, the Hero is able to make a Free Attack with +2 Aim.
-Killing Blow now costs two Heroic Tokens instead of one, and it causes +2 extra Wounds in addition to any Wound caused by the corresponding Free Attack.
-Stubborn has been changed to “Stubborn Defense”, and it now costs 3 Heroic Tokens instead of 2, considering the substantial benefit it provides.
-Tunnel Fighter now grants +2 Aim instead of +2 Weapon Skill.
-Amour Piercing has been changed to “Amour Piercer”, and it now grants a Free Attack with Amour Piercing (Ability) upon scoring a Critical Hit.
-Combat Inspiration now grants +2 Aim instead of +2 Weapon Skill.
-Furious Attack now grants +2 Might instead of +2 Damage Dice, and it now costs one Heroic Token instead of two.
-Power Shot now grants two ranged attacks with +2 Aim instead of +2 Weapon Skill, once per Expedition.
-Revenant Rage has been added (with one Rank and a cost of two Heroic Tokens): A Hero with this Feat that has only two or less Life Points left, receives a bonus of +2 Aim and +1 Might until recovery.
-Savage Strength now grants +3 Might instead of +2 Strength.
-Outmaneuver now grants +2 Aim instead of +2 Weapon Skill.
-Weapon of Choice now grants +1 Might or +1 Aim instead of +1 Damage Die or +1 Weapon Skill.
-Doomstrike now grants +3 Aim instead of +3 Weapon Skill.
-Slay 'Em All now grants +2 Might instead of +2 Damage Dice.
-Combat Casting does not require to pass an Intelligence Test anymore.
-Counter Magic now costs 3 Heroic Tokens and its effect has been reworded to match the effect of Crystal Mirror (Trinket Treasure). The cost of one Fate Point has also been swapped for an Intelligence Test.
-Far Range now requires an additional Intelligence Test, and the effect has also been reworded for clarity.
-Magical Infliction now interacts with Spells only.
-Miser with Magic now works differently: A Hero with this Feat is able to preserve one Spell Component upon failing the Intelligence Test required to cast a Spell. If combined with Channeling (Ability), the Hero is able to avoid the penalty of Wounds upon failing the test.
-Swift Fingers now costs two Heroic Tokens instead of three, considering the substantial benefit it provides.
-Dual Caster now works differently: A Hero with this Feat may now cast two Spells during the same Combat Turn by passing an additional Intelligence Test, only once per Encounter. It may be combined with Channeling and/or Miser with Magic to resolve the second Spell. It has no effect if acquired by a Hero with Focusing (Ability), and it is now for Spells only.
-Greater Infliction now interacts with Spells only.
-Restoring Radius now only affects the user and one adjacent Hero or Henchman.
-True Believer now expressly indicates that it refers to Fate Points, as the corresponding rule in Reforged may be interpreted ambiguously.
-Alertness now indicates that the bonus granted by this Feat is limited to one point, up to the maximum allowed.
-Keen Eye now adds +1 Conserve instead of “retrieving ammunition”.
-Quickie has been changed to “Swift”, and now each rank grants +1 Swift (Ability).
-Cat Burglar now allows the Hero to move through (spotted) trapped squares and their areas of effect without setting the traps off.
-Double Dealer has been reworded for clarity; it now correctly refers to Major Actions during Exploration turns.
-Fearsome now costs three Heroic Tokens instead of two, considering the substantial benefit it provides.
-Backpacker now has two ranks; each rank now allows the Hero to carry 100 Gold Coins and one Weapon, in addition to the regular carry limit.
-Ignore Injury has been changed to “Invulnerable”, and it now costs three Heroic Tokens instead of two, considering the substantial benefit it provides. It now grants Invulnerable (Ability) until next turn.
-Plunderer now costs three Heroic Tokens instead of two, considering the substantial benefit it provides.
-Miracle Deflection now has two ranks; each rank provides one permanent Block Point. Each Block Point may be used only once per Expedition as normal.
-Quick Search now costs three Heroic Tokens instead of two, considering the substantial benefit it provides.
-Slev’s “Hand-to-Hand To-Hit Rolls Table” is now ignored, as its use was complicating combat without any significant benefit. I am reverting to the original AHQ’s “Hand-To-Hand Hit Rolls Table” since it is much easier and faster to determine To-Hit numbers by using the arithmetic formula adopted in this variant, without looking up tables.
-Dungeon Counters are now limited as in Multiplayer games. Every time the GameMaster rolls a Trap or a group of Wandering Monsters the die is rolled again, the “event” will not require the cost in Dungeon Counters (it will be free) on a roll of 9-12. The GameMaster now receives only one additional Dungeon Counter in Solo Play as advantage. The GameMaster received virtually unlimited counters in Solo Play, increasing the difficulty considerably without much justification.
-A new optional rule has been added for increased difficulty: Traps in doors and chests will not require the cost in Dungeon Counters (they will be free) for the GameMaster.
AHQ Reforged: Revised & Revamped–as the title suggests–is a set of variant rules for Slev’s Advanced HeroQuest: Reforged.
A variant of a variant, implemented as a mod. If I had to describe it in a few words, I would say it is basically a revised version of Reforged (reimplementing the traditional AHQ mechanics and fixing the bottleneck issue) added with a new character-development system inspired by Descent and AHQ Second Edition, all combined with our house rules and with numerous elements adapted from the other AHQ variants available online.
At the core level it retains most of the original mechanics, so it plays more like Advanced HeroQuest than Reforged does. However, the recent implementations (working cohesively with Slev’s system and refinements) provide new options that spice up the experience considerably.
The fragility of the Heroes is one of the main concepts maintained as a reference for our modifications. The new Actions and Heroic Feats are not intended to make things easier or create near-invincible characters; they are intended to bring balance and more variety without spoiling the brutality of the original game.
It is designed to be a “tactical” dungeon bash, light and uncomplicated but varied and engaging at the same time. It is focused on exploring dungeons, fighting monsters, finding treasures and developing your character(s) in a challenging environment.
This is a non-profit effort based on shared work, our sole objective is to evolve Advanced HeroQuest to the level it deserves as an exceptional and unique dungeon-crawl system ahead of its time.
It is a project in progress, the purpose of the attached document is to share what we have so far (as an open test version) in order to receive criticism that may be useful for its improvement. Any feedback will be greatly appreciated.