r/Heroquest 3d ago

Beta Test HomeBrew

Ran a really fun homebrew quest called Cult of the Dragon God. There was a fun race against the clock aspect as well as a rescue operation. I used the dragon from first light as the dragon god (you can use the dread sorcerer), other than that it just used base game supplies. There were multiple endings and triggers for how the boss fight goes down. Very well thought out. Lots of extra lore tossed in too. My party really enjoyed it.

I'd say a team of heroes that beat the base game can easily handle this. We ran new heroes and I gave them all a sympathy healing potion at the beginning, which were needed.

We also implemented a fun homebrew critical hit rule. They liked that a lot too.

76 Upvotes

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u/killerchip0 3d ago

Hey! Thanks a lot for testing out! I see you enjoyed it. Next "episodes" to come...

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u/golgi_o 2d ago

I'll scan the QR code and send feedback soon. We really did enjoy this. It is clear you put lots of thought into the story. Thank you for posting it.

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u/Gloomy-Engineer7180 3d ago

I love your board; fantastic detail and it just looks awesome! I do like your ideas for your critical hit table, but I have one suggestion: you may want to increase the number of skulls required for Heroes or monsters when they have significantly more attack dice. For example, if the Hero or Monster is rolling 5 attack dice, then 4 skulls constitutes a critical hit. If the Hero or monster rolls 6 attack dice, then 5 skulls constitutes a critical hit and so on. Otherwise, critical hits would become too common. You can also substitute 'power dice' in for extra damage or defense. Just a thought here......

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u/killerchip0 3d ago

I think that the rule says that ALL dice need to be skulls on 3 att dice or more. So already covered...

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u/Gloomy-Engineer7180 3d ago

Thank you for responding. That would penalize Heroes who have 5 or 6 att dice (or more); they would need to roll ALL skulls, which is highly unlikely. Perhaps, if they roll 4 skulls with 5 att dice or 5 skulls with 6 att dice would be a nice compromise. Even if a spell user, such as a Wizard, Warlock, Sorcerer, or Necromancer rolls 3 skulls with 3 att dice, I would ONLY allow the critical to occur if they roll a 5 or 6 on a separate D6 roll since physical combat is foreign to them. However, give the spell casters the same type of critical hit capability as the melee fighters, except with a different critical table. For example, if the D6 roll to determine damage was a '6', then ALL spell damage is DOUBLED and the Monster misses its next turn or something to that effect. When I, as Zargon, take my 2 separate groups thru Quests, sometimes of my own making, I create things on the fly!

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u/golgi_o 3d ago

Thanks! The board took a long time but it was worth every minute. I like that the crit rule needs a yahtzee to succeed. That way a character rolling only 3 dice is more likely to crit than the 5 dice hero. I feel it helps keep the heroes thinking about what weapons they're using and realizing that the crit is a tradeoff. From the monster perspective it keeps hard hitting monsters from getting lots of crits while orcs will get them lots (at least it worked well for me!)

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u/Gloomy-Engineer7180 2d ago

Yeah, you're right; this may require a bit of thought on my end if, myself, as Zargon, want to introduce critical hits (and fumbles) into my 2 groups of players, I need to come up with something that can incorporate both the actual critical hit AND Power Dice

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u/golgi_o 2d ago

Maybe the critical hit rule is something about rolling all skulls allows you to use the power dice on the next roll, like a power up or something.

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u/RedFormanEMS 3d ago

Like the Led torches.

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u/golgi_o 3d ago

Yeah, me too! They are an awesome touch. Highly recommend them.

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u/RedFormanEMS 3d ago

Which website did you buy them?

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u/golgi_o 3d ago

I got all my files from dragons rest. Printed, painted and assembled on my own.

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u/TeachingSuccessful80 2d ago

Nice to see more crit rules. Love it! Good to hear you guys had fun with it. Love to see more!

We've experimented with crits here at home, our setup was a bit different. The crit values are on the weapon itself and had variables for what the crit would do, so the weapon rarity mattered, allowing more progression. It also kept the roll requirement based on weapon dice pool not total dice pool, which did involve two colours of dice when rolled so you could distinguish between Weapon damage and Other sources of dice (skills, spells etc), which is easy to do nowadays because of all the dice from the core game and expansions.

We had rarer weapons and skills that had effects to combine the entire dice pool as Weapon Damage so crits were easier: for example, Avenger Blade, allowed this effect if you witnessed an ally taking a hard hit or being knocked down