Home › Forums › Gaming in Glorantha › HeroQuest › The Heroquest Small Questions Thread
- This topic has 8 replies, 7 voices, and was last updated 5 years, 10 months ago by Phil Nicholls.
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September 12, 2013 at 1:05 pm #5204Scott-ASpectator
Do you have a question about Heroquest that seems too small, silly, or petty to create an entire thread for? Try asking here! Hopefully someone much more competent that I am will answer it for you.
September 12, 2013 at 1:10 pm #5781Scott-ASpectatorI’ll start, as is only proper:
How do you handle spell knowledge for older, more established wizard? The heroquest glorantha rules mention that players can only add one spell per session. How do you represent and/or generate an older wizard who’s had a lot of time to develop his collection of spells?
September 12, 2013 at 2:24 pm #5782David ScottKeymasterFirst, don’t forget that you don’t have to create the npc. They are represented as a difficulty. But what you do need is colour as to what they can do with their magic. I’d base it on a grimoire that they are associated with one or two runes, the rune(s) should give you an idea of capabilities and then wing it from there. You don’t need to know the name of the grimoire. If the npc is part of the group, remember the narrator shouldn’t be rolling against themselves, just say what would be good for the story.
Eg the group comes up against an evil sorcerer, dressed in black, with a tentacle (chaos and darkness). A shimmering blackness erupts from his fingers (He casts chaos magic on one of the group hoping to transform them), his level is let’s say difficult – and you’re off. He counters with a bolt of darkness, summons a broo, grows horns to gore someone, the earth beneath one of the party begins to boil, the sky darkens, etc.
May 25, 2014 at 5:00 pm #7959Hannu KokkoSpectatorIt has been a few years since I tried Heroquest. Can you spell out what does the following mean as a stat: Bite 5W2+3
It has two masteries and a target number of 5 but what is the +3.
This is from the example VANGONO’S HORROR in http://www.ttrotsky.pwp.blueyonder.co.uk/annex/annex1.htm
May 25, 2014 at 8:30 pm #7960Tim EllisSpectatorThis section Jamie’s site was creatures omitted fro Annaxial’s Roster, so are IIRC in Hero Wars rather than Hero Quest notation- I think the+3 is an Edge (Alternately indicated by an upturned V – The Shargash Rune) – an edge added to the effect of a contest,without adding to the AP. They have no equivalent in HQ2…
May 26, 2014 at 12:08 pm #7961Simon PhippSpectator5W2+3 used to be 5W2^3, as Tim says, which gave some complex rules regarding the ^3. In HQ1, the ^3 simply becomes a straight add to the ability, based on the weapon used.
So, 5W2+3 is the same as 8W2.
August 12, 2014 at 10:49 pm #10400BohemondSpectatorAnother question: how does spirit magic work vs divine magic in a test (for example, an Orlanthi fighting a Praxian shaman)? The scenario Ghosts of the Ridge (S:Koh) seems to suggest that it is difficult for divine magic to resist spirit magic (it comments that if the ghosts attack, there are few appropriate for resisting them), but nothing really spells this out. I’m just wondering if there are rules I’ve missed somewhere.
August 12, 2014 at 11:09 pm #10401David ScottKeymasterThe simple answer – is as usual. Frame the the contest, look at what the player is using – is it broad or narrow keyword/ability. Set the difficulty based on what the story needs. Rune magic is broad – it’s only a rune, but spirit magic charms are specific breakouts – you can factor that into the difficulty if you want. I don’t see any difficulties in using one against the other.
August 18, 2014 at 9:53 am #10470Phil NichollsSpectatorHi Bohemond,
As @David Scott writes, it is all about how the contest is framed.
Given a good narrative, I would have no problem in allowing Players to use divine magic vs spirit magic.
All the best
Phil -
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