View Full Version : -=HS Elite Ruleset=- TESTERS WANTED
elphiecoyle
January 12th, 2007, 09:02 AM
ADD LEVELS AND NEW ABILITIES TO YOUR HEROSCAPE ARMIES
Thanks for checking this post and feeding ure curiosity on what is HeroScape Advanced. About a year & a bit ago I created HS Advanced mainly with a lot of thinking/creating and feedback on other "deeper" customs of HeroScape. A year later i've updated it a bit (mainly improoved my communication of this slightly tricky concept), and would love everyones feedback (especially if you print this and have a game with mates). I'm wanting to grow this (but still keep it practical and not requiring a pen and paper) so do post your thoughts!
Thanks and Enjoy...
Elf.
Note: Latest Version is 1.95 at the Top of Page 2! Thx!
elphiecoyle
January 12th, 2007, 09:04 AM
HeroScape Advanced Ruleset
aka HeroScape “Advanced/Professional/Elite/RPG”
Ver ( 1.8 )
For the Serious HeroScape Enthusiast, wanting something deeper from HeroScape, HeroScape Advanced has been created. These rules add quite a bit more to a game that, lets face it, was originally aimed towards 8-14 year olds. Recently the characters themselves have been getting a more adult theme (with Dawn of Darkness being released), and hopefully these additions to the Master Ruleset will bring you many rich hours of HS.
Features:
- No record keeping, everything is represented using spare land tiles placed on cards or wound markers.
- Designed from the bottom up for HeroScape, not a rip of D&D or some other game.
- Simple yet diverse (not adding individual RPG additions to each character, just enhancing their existing stats based on the attributes on the left hand side of each card)
- Not "Dungeoning", requiring extra walls, props, height restrictions (feel free to add this in if you want)
The Rules:
----------------------------------
Play is as in the Master Set with the following additions:
Move Bonus:
Any hero or part of a squad that doesn't attack may add 50% extra spaces of movement rounded down.
Cover:
When you can only see less than 30% of the hit area of a piece that piece gets +1 def dice (roll 20 sided dice to resolve dispute, highest wins)
Levelling (Experience):
All ARMY's Start at the REGULAR LEVEL (with no enhancements)
Whenever a PIECE destroys another PIECE (limited to 1 roll per turn):
Roll the 20 sided die, and if the piece DESTROYED Is:
A Huge Hero:
And you rolled a 6-20, Your Entire SQUAD (or the Hero) "Levels Up"
A Hero (Smaller than a Huge):
And you rolled a 11-20, Your Entire SQUAD (or the Hero) "Levels Up"
A Member of 2/3 Figure Squad:
And you rolled a 15-20, Your Entire SQUAD (or the Hero) "Levels Up"
A Member of 4+ Figure Squad:
And you rolled a 17-20, Your Entire SQUAD (or the Hero) "Levels Up"
Modifiers:
- "Lucky 20 Sider" Glyph does affect this roll.
- -1 Modifier to rolls for each level its already gained. (-1 if unit is Veteran, -2 if Elite)
- +1 Modifier for each level above normal the destroyed piece is. (+1 if destroyed unit is Veteran, +2 if Elite, +3 if ULTIMATE)
- “Challenge Mode” (OPTIONAL rule if you are wanting to make it harder/slower to level, recommended if playing -=HeroScapeWars=- in conjunction with this) – Permanent -3 Level Up Roll Modifier.
If they LEVEL UP, they get a land tile placed on the card representing their new LEVEL.
LEVELS are listed below and armies keep whatever powers/abilities they have gained/unlocked from previous levels (excepting Replenishes which only happen the moment they gain that particular level):
Regular (Nothing on card):
- Normal starting level, no extra abilities
Veteran (Place a Single Sand Tile ON the Army CARD):
- +1At, +1Def
- “Replenish” (Bring back from out of the game into the starting zone) one Squad member (for SQUADS) / 2 Wound markers (for Heroes)
Elite (Place ON TOP of the Sand tile a Single Rock Tile):
- +2move, +2 Range if Range >4 (+1Atk of Range <4)
- “Replenish” one Squad member (for SQUADS) / 2 Wound markers (for Heroes)
- Unlock Personality Ability (an Extra Ability dependant on their Personality)
Personality Abilities (Look at what their personality type ALREADY is and add this special ability to that ARMY):
Disciplined – After Moving, each piece in the Army may “Reform” (move) adjacent to another “Disciplined” PIECE (can be another member of its squad, 2 or less spaces away and up to one level up, ignoring engagement) [E.g. Bring Marcus into the perfect position with some roman legionnaires or 2 out of the 4 legionaries moving to a better position adjacent to other 2]
Ferocious – Before Moving, Army may “Knockback” all Figures surrounding it, one space in a line away from him, any other Figures in the line get knocked back. They can be “Knocked Back” up to 2 Levels Up, and will take falling damage according to normal rules. If any Figure is unable to take full “Knockback” (edge of board, next square is higher or equal to their hieght) they take 1 Wound.
Merciful – Automatic removal of 2x Wounds on itself or another single piece within 2 LOS Spaces at the end of each Round
Precise – All blanks on a normal attacking roll count as skulls. (or Gain "Vicious", see below, if you don't have Version 2 dice)
Relentless – Gain “Frenzy 16” (or Frezy 13 if they already have Frenzy 16)
Tricky - All blanks on a defending roll count as shields. (or Gain "Tough", see below, if you don't have Version 2 dice)
Valiant – Gain "BodyGuard" - Can recieve the wounds another Piece within 3 LOS Spaces would have recieved from a normal or special attack. Up to three wounds can be be moved to the character with "BodyGuard" and only immediately before the other Piece receives them.
Wild – Gain “Double Attack” (or “Triple Attack” if they have it already)
ULTIMATE (Place ON TOP of the Rock tile a Single Grass Tile):
- Unit gains - "Skilled": Whenever this Army rolls a 20 sided die add 2 to its die roll (this does not include your initiative roll)
- “Replenish” 1 squad member (for SQUADS) / 2 Wound markers (for Heroes)
- Gain Extra Class (If ARMY is A HERO):
Their class changes to your choice of Champion _______ or ______ Warlord
(eg: Mimring becomes “Champion Beast" or "Beast Warlord”,
Marcus Decimus Gallus must become “Champion Warlord”)
- Gain Heroic Health (If ARMY is A SQUAD):
Gains- Each character in Squad now has 2 Health, when a character takes only 1 wound, place the wound marker ON the base of the Actual Piece. Note character can be healed of this as per normal rules.
- Unlock Valkyrie General Ability (an Extra Ability dependant on their General)
Valkyrie General Specific Ability (ARMY Gets the Ability from Whichever GENERAL the ARMY Belongs to):
Utgar – "Vicious" - When Rolling Attack Dice in a normal attack always add one automatic skull to whatever is rolled.
Jandar – "Tough" - When Rolling Defence Dice against a normal attack always add one automatic shield to whatever is rolled.
Vydar – "Carr's Training" - Gain Ghost Walk and Disengage (Agent Carr’s gains +2 Life instead)
Einar – “Historic Heroes” – After all Figures on this Army are destroyed, at the end of every round roll a 20 sided die, 15 or higher and all characters on card come back at their starting positions, at “Normal” level.
Ullar – “One with Nature” – Whilst any character from this Army is standing on a grass tile or adjacent to a tree, gain they gain Disengage and “Evasion” - When any figure in this army rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.
----------------------------------
Please send all comments/recommendations or requests to use/adapt these rules (especially if you're from Hasbro, would love to hear from you ;-D ) to:
ojmodmaniac@hotmail.com
----------------------------------
Conclave Creations – E.R.S. (EliteRuleSets) Div.
Elphie Coyle – Core Designer.
Pumpkin_King & Friends – Game Testers.
© 2007.
elphiecoyle
January 20th, 2007, 06:40 PM
Few questions for all u Heroscapers out there...
What does everyone think?
Is there anything I could change/improove to make it easier to understand/better to play?
Does anyone create sweet looking PDF's that resemble the original ruleset that could contribute?
Is there anyone else who's really into playtesting/rules creating that would like to jump on board the HS EliteRuleSets team (to make this bigger and better!)?
Post here or PM me!
Cheers,
Elf.
brickman1444
January 20th, 2007, 10:29 PM
sounds pretty good and i like using the extra land tiles for "leveling up"
elphiecoyle
January 22nd, 2007, 02:19 AM
Great, thanks for the feedback.
Any other ideas?
Pumpkin_King
January 22nd, 2007, 10:09 PM
Hello, elphiecoyle. I took one look at your advanced rules, and loved them. I printed them out and played them with my group, and everything seemed thematic and fluid, one thing naturally flowing into another. But there were two small, nitpicky things. The Cover feature seems subjective from one person to another. Maybe it was just my group, but it seemed almost every time someone mentioned they had 1 extra defense because of cover, it ended in a d20 roll. Also, Ullar's One with Nature specifies that the unit gets "Evasive". What exactly is that? I thought it might bethe Evasive 8 ability that the EoVs have, but I wasn't sure.Hello, elphiecoyle. I took one look at your advanced rules, and loved them. I printed them out and played them with my group, and everything seemed thematic and fluid, one thing naturally flowing into another. But there were two small, nitpicky things. The Cover feature seems subjective from one person to another. Maybe it was just my group, but it seemed almost every time someone mentioned they had 1 extra defense because of cover, it ended in a d20 roll. Also, Ullar's One with Nature specifies that the unit gets "Evasive". What exactly is that? I thought it might bethe Evasive 8 ability that the EoVs have, but I wasn't sure.
Edit: I played through a larger, longer game, and spotted some things I wanted to ask about.
1. When you level up a squad, it specifies you may "replenish" a member. It goes in the starting zone, right? Sorry, but there was some contention over that.
2. We thought that heroes and squads that had leveled up should have a harder time leveling up again. Maybe subtracing points from the d20 level-up roll, depending on what rank it has?
3. Instead of a second attack and defense boost, the third level-up bonus should be a d20 boost, IMHO. Figures on the card add 1 to their d20 roll.
4. Does a a figure roll for level up every ime it destroys a figure? This might get one-sided, with, say, the DW8k using rapid fire on hordes of Venoc Vipers. Maybe You only roll for level-up once for every attack/special attack/special ability you perform?
5. A figure that destoys another figure that had leveled up hould get a bonus on their own level-up roll. This is mostly bacause of a lifetime of playing RPGs, and being used to taking the risk to go after hard foes.
elphiecoyle
January 24th, 2007, 06:56 AM
Thanks Heaps Pumkin King!
You're the first person to give thorough feedback! I haven't had many games of my own custom creation as a fair chunk of my gaming group are still noobish to HS, and not ready for HS Advanced.
I have to get up early tommorow to do a minor role in the movie "fool's gold" (yay 4 me) so i'll edit and update my rules asap, considering ure fantastic comments.
Btw do you (and ure group?) want to become EliteRuleSets official Testing team? All i'd ask is that u test the rest of our customs at some stage and give more great comments. Obviously i'd credit u in future versions.
Cheers,
Elf.
elphiecoyle
January 26th, 2007, 02:22 AM
Ok my answers/changes to ruleset:
Cover:
I really don't know how u'll attend to this, try "if there is no ABSOLUTE CLEAR line of sight (No other figure or terrain) that character gets +1 defense dice" and see how that goes" or 80% cover as that is a bit more certain than 50%.
Evasive:
Yes it is the same as Evasive from EoVipers.
1. Replenish: Yes it is the starting zone. Pls see the new Move Bonus Rule that accomodates this clarification.
2. Levelling Up: (I was concerned that no units would make it to "ULTIMATE" level, but i'm considering this change)
Regular (Nothing on card):
Veteran (Place a Single Sand Tile ON the Army CARD) (-1 Modifier to level roll):
Elite (Place ON TOP of the Sand tile a Single Rock Tile) (another -1 Modifier to level roll):
ULTIMATE (Place ON TOP of the Rock tile a Single Grass Tile) :
OR (and I would think this is better for the game, as half the fun of this is levelling lots in the small timeframe of a game) changing the first enchancement on ULTIMATE from:
+1 Att, +1 Def
to
Unit gains "Skilled": Whenever this Army rolls a 20 sided die add 2 to its die roll (this does not include your inititative roll).
3. See above.
4. Yes this is limited to one level up roll per turn.
5. (Fantastic, I love it!) When rolling for levelling, a unit gets +1 to their level roll for each level above normal the destroyed piece is.
Move Bonus: Any hero or part of a squad that doesn't attack may add 50% extra spaces of movement rounded down.
All changes will be added to the next version and this may be used as an appendum in the meantime.
Pumpkin_King
January 26th, 2007, 09:13 AM
Hmm, thanks for the clarification/answers, elphie. My and my group would love to help on any future projects. We're going to try out the other game mods you made, and work on those. Oh, btw, I think adding 2 to thr d20 roll for skilled may be a bit much. I mean, Kee-Mo-Shi, with help from Su-Bak-Na, and maybe Lodin....
elphiecoyle
February 2nd, 2007, 06:11 AM
Any and Every time Pumpkin_king.
Let me know how it all goes, any mod's u put as much feedback as u have on this one and i'll add ureself and ure mates as testers on future versions.
chezious
February 7th, 2007, 11:01 PM
I have tried those variant rules and let me tell you, it went quick. My Charos dominated the game after I took out the Krav Maga agents which also became uber. I noticed one player didnt like it too much once his Syvarris was defeated, which leveled up as well. Other than that I liked it. Might need to tone it down a bit, because I feel characters got too powerful.
elphiecoyle
February 9th, 2007, 07:48 AM
Fantastic, thanks for the feedback. I have no problem adding a toner downerer for anyone that wishes figures to not get too Uber too soon, AND/OR for players playing "HSWars" as the whole campaign goes for Ages.
My only concern is that not many chars will level in a single stand alone game and therefore half defeat the purpose of adding leveling and feeling like u get to level up lots.
Update will be posted soon.
chezious
February 9th, 2007, 09:02 AM
Fantastic, thanks for the feedback. I have no problem adding a toner downerer for anyone that wishes figures to not get too Uber too soon, AND/OR for players playing "HSWars" as the whole campaign goes for Ages.
My only concern is that not many chars will level in a single stand alone game and therefore half defeat the purpose of adding leveling and feeling like u get to level up lots.
Update will be posted soon.
Oh but they did. Most of the time when a figure was defeated, the roll was too low. So they didnt level. I like the concept though. Very fun...I'm looking forward to the update. keep me posted. thanks
elphiecoyle
February 14th, 2007, 06:44 PM
Hey Everybody!
HeroScape Advanced Ruleset has been Updated to 1.8.
Let us know how it plays, i'm keen on making it bigger and better!
Ideas for different Personality or General abilities are most welcome!
elphiecoyle
December 22nd, 2007, 10:45 PM
Considering Rebirthing this by one or more of these methods:
- simplifying the rules to only cover leveling
- reducing the buffness of each level
- adding extra levels
- creating easy to use cheatsheets that allow new people to reference the game
- overall visual overhaul to theme it more with HS and make it more professional.
I created this a couple of years back and would love input from anyone who's tried it, and any newcomers to HSrs.com
What do y'all think?
Cheers,
Elphie.
elphiecoyle
December 23rd, 2007, 07:29 AM
Here's the Latest Release (I'm still awaiting someone who's decent at making Graphics but have included Quick Reference Cards anyways).
HeroScape Elite Ruleset
aka HeroScape “Advanced/Professional/RPG”
Ver ( 1.95 )
For the Serious HeroScape Enthusiast, wanting something deeper from HeroScape, The HeroScape Elite Ruleset has been created. These rules add quite a bit more to a game that, let’s face it, was originally aimed towards 8-14 year olds. Recently the characters themselves have been getting a more adult theme (with Dawn of Darkness being released), and hopefully these additions to the Master Ruleset will bring you many strategically rich hours of HS.
Features:
- No record keeping, everything is represented using spare land tiles placed on cards or wound markers.
- Designed from the bottom up for HeroScape, not a rip of D&D or some other game.
- Simple yet diverse (not adding individual RPG additions to each character, just enhancing their existing stats based on the attributes on the left hand side of each card)
- Doesn’t “overbuff” characters, instead gives them extra choices for a tactical advantage.
- Not "Dungeoning", requiring extra walls, props, height restrictions (feel free to add this in if you want)
The Rules:
----------------------------------
Levelling:
http://i126.photobucket.com/albums/p116/elphiecoyle/Levelling.jpg
All ARMY's Start at the REGULAR LEVEL
Whenever a FIGURE destroys another FIGURE (limited to 1 roll per Army per turn):
Roll the 20 sided die, and if the figure DESTROYED Is:
A Huge Hero:
And you rolled a 6-20, Your Army Card (Entire Squad or Hero) "Levels Up"
A Hero (Smaller than a Huge):
And you rolled a 11-20, Your Army Card (Entire Squad or Hero) "Levels Up"
A Member of 2/3 Figure Squad:
And you rolled a 15-20, Your Army Card (Entire Squad or Hero) "Levels Up"
A Member of 4+ Figure Squad:
And you rolled a 17-20, Your Army Card (Entire Squad or Hero) "Levels Up"
Modifiers:
- For each level above normal the destroyed figure is: +2 (+2 if destroyed unit is Veteran, +4 if Elite, +6 if Ultimate, +8 if Ascended)
- For every copy of a common army you control (dead or alive): -2
- For every 100pts the army is worth: -2
- “Challenge Mode” (OPTIONAL rule if you are wanting to make it harder/slower to level, recommended if playing -=HeroScapeWars=- in conjunction with this) – Permanent: -3
- "Lucky 20 Sider" Glyph does affect this roll.
If the Army LEVELS UP, they get a single land tile placed on the card representing their new LEVEL.
LEVELS are listed below and armies keep whatever tiles & abilities they have gained from previous levels:
Regular (Nothing on card):
- Normal starting level, no extra abilities
Veteran (Grass/Sand/Rock Tile ON the Army CARD):
http://i126.photobucket.com/albums/p116/elphiecoyle/Veteran.jpg
Choose to Gain Speed OR Strength OR Resilience:
- Speed (Grass tile):
Gain “Dash” – After Moving, before attacking Army may choose to move 50% more spaces. If Dash is used Army cannot attack this turn.
OR
- Strength (Sand tile):
Gain “All out Attack” – When using a normal attack figure/s may choose add +2 to its attack. If “All out Attack” is used Army receives -2 to their defence until the end of current player’s next turn.
OR
- Resilience (Rock tile):
Gain “Stand your Ground” – When defending figure/s may choose to add +2 to their defence. If “Stand Your Ground” is used all figures in the Army can’t move on its next turn.
Elite (Road/Water/Lava Field Tile):
Choose to Gain Unleash Personality OR Hand to Hand Tactics OR Way of the Sniper:
http://i126.photobucket.com/albums/p116/elphiecoyle/Elite.jpg
http://i126.photobucket.com/albums/p116/elphiecoyle/EliteH2H.jpg
http://i126.photobucket.com/albums/p116/elphiecoyle/EliteSniper.jpg
- Unleash Personality (Road tile) - an Extra Ability dependant on their Personality type, listed on left of card.
Personality Abilities:
Disciplined – Gain “Reform” - After Moving, each figure in the Army may be moved adjacent to another “Disciplined” figure. This may be another member of its squad, 2 or fewer spaces away and up to one level up, ignoring engagement.
Ferocious – Gain “Knockback” - Before Moving, figure may move all Figures surrounding it, one space in a line away from the figure, any other figures in the line get knocked back. They can be “Knocked Back” up to 2 Levels Up, and will take falling damage according to normal rules. If any Figure is unable to take full “Knockback” (edge of board or next square is higher or equal to their height) that figure receives 1 Wound.
Merciful – Gain “Revitalise” - At the end of each round remove up to 2 wounds from itself or another single figure within 2 LOS Spaces.
Precise – Gain “Bullseye” - All blanks on a normal non-adjacent attacking roll count as skulls.
Relentless – Gain “Frenzy 16” - After you take a turn with creature, roll the 20-sided die. If you roll a 16 or higher you may take another turn with this creature (Frenzy 13 if they already have Frenzy 16)
Tricky – Gain “Lightning Reflexes” - All blanks on a defending roll count as shields.
Valiant – Gain "BodyGuard" - Can receive the wounds another Figure within 3 LOS Spaces would have received from a normal or special attack. Up to three wounds can be moved to the character with "BodyGuard" and only immediately before the other Figure receives them.
Wild – Gain “Double Attack” - When this creature attacks, he may attack one additional time ( Two additional times if Army already has “Double Attack”)
- Hand to Hand Tactics (Water Tile) – Gain the Following Abilities:
Gain “Bull Rush” Range 1 – Instead of attacking if the targeted figure was not adjacent at the start of this turn a “Bull Rush” may be performed. Roll normal attack with usual modifiers +1 attack die. If there is a difference in size classes, the larger unit gets one extra dice per size class of difference. If attack was successful defender takes no combat damage but is instead moved one space to a non-adjacent space to the attacker. This may only be on the same level or a lower one. Defending figure takes falling, leaving engagement and lava damage as normal. Attacking figure takes the place of the defending figure.
AND
Gain “Kamakazi Leap Special Attack” Range 1 – Figure must be at least elevated to the point where the defending figure is not considered adjacent. Attack gets a bonus of +2. After defender resolves damage, attacker must roll for any falling damage normally. If defending figure is destroyed attacking figure takes its place, if not defender chooses an adjacent square for attacker to move to, if none are available attacker is removed from game.
- Way of the Sniper (Lava Field Tile) – Gain the Following Abilities:
Gain “Prone” – It costs 1 movement for a figure to go prone. Prone figures may not move until they stand costing 1 movement. Place a prone maker on the base of the figure to show being Prone. When defending from a non-adjacent attack figure gains 1 defence die. When being attacked from an adjacent hex attacking figure gains one attack die. When attacking a non-adjacent figure, this figure gains 1 attack die.
AND
Gain “Long Range Special Attack” Range 8 Attack 1 – Choose a non-adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by this attack. This attack may not be used if any figures in this army moved this turn.
Ultimate (Snow Tile OR Addition of Two Previous Tiles):
Choose to Gain Valkyrie General Ability OR Jack of All Trades
http://i126.photobucket.com/albums/p116/elphiecoyle/Ultimate.jpg
- Spirit of the Valkyrie (Snow Tile) - An Extra Ability dependant on their Valkyrie General
Valkyrie General Specific Ability (ARMY Gets the Ability from Whichever GENERAL the ARMY Belongs to):
Utgar – Gain "Vicious" - When Rolling Attack Dice in a normal attack always add one automatic skull to whatever is rolled.
Jandar – Gain "Tough" - When Rolling Defence Dice against a normal attack always add one automatic shield to whatever is rolled. (Gain an extra shield if Army already has “Tough”)
Vydar – Gain "Carr's Training" - This creature can move through all figures & This creature is never attacked when leaving an engagement (Agent Carr gains +2 Life instead)
Einar – Gain “Historic Heroes” – After all Figures on this Army are destroyed, at the end of every round roll a 20 sided die, on a 15 or higher and all characters on card come back at their starting positions, at “Normal” level.
Ullar – Gain “One with Nature” – Whilst any character from this Army is standing on a grass tile or adjacent to a tree, gain they gain Disengage and “Evasion” - When any figure in this army rolls defence dice against an attacking figure who is not adjacent, add 8 defence dice to the defending figure.
OR
- Jack of All Trades – Gain Two Previously Unacquired Tiles from any of Veteran & Elite Choices
Ascended (Molten Lava Tile):
http://i126.photobucket.com/albums/p116/elphiecoyle/Ascended.jpg
Gain "Skilled" - Whenever this Army rolls a 20 sided die add 2 to its die roll (this does not include your initiative roll)
AND
Gain “Rejected by Death” – At the start of each of your turns after this unit has been destroyed, roll the 20-sided die. If you roll a 19 or higher, immediately place this unit on a space adjacent to any figure you control and remove all Wound Markers on the unit's card.
AND
Gain “Weapon of the Gods” Special Attack (If a Squad Range 1, if a Hero Range 10) – Instead of rolling normal attack dice, roll a 20 sided die, If you roll a 7 or higher, immediately remove the target figure from the game.
Cover:
When you can only see less than 30% of the hit area of a figure that figure gets +1 def dice (roll 20 sided dice to resolve dispute, highest wins)
----------------------------------
Send all comments/recommendations or requests to use/adapt these rules (especially if you're from Hasbro, would love to hear from you ;-D ) to:
heroscape@conclavecreations.com
----------------------------------
Conclave Creations – E.R.S. (EliteRuleSets) Div.
“Creating the Ultimate HeroScape Experience”
Elphie Coyle – Core Designer.
Pumpkin_King & Friends – Game Testers.
© 2007.
elphiecoyle
December 27th, 2007, 09:00 AM
I'm now extending the invitation for feedback to any HS's interested in Other Customs / gameplay styles and welcome you're comments.
brickman1444
December 27th, 2007, 12:20 PM
You've got a lot here. It looks really nice. Have you playtested this?
elphiecoyle
December 27th, 2007, 07:43 PM
Yeah we use it whenever we get together now. We've been tweaking here and there but overall it seems to add a lot more customization of characters to the game.
Btw I recommend anyone new playtesting this, limits levelling to the Elite Level just so it doesn't feel overwhelming the first couple of times.
elphiecoyle
December 31st, 2007, 09:39 PM
I want to open this up to as many people who want to test this as possible.
I believe all thats really needed is some tweaking so would love feedback.
Much credit shall be given to the guys to post the most feedback.
Cheers
Elf.
chezious
January 8th, 2008, 02:34 AM
Its been awhile since Ive been on this site but I would like to give this a shot. The ones I normally play with is my son and daughter. Age 7-10. I love the game and haven't played it as much. I will playtest these rules with older players later this week. I was wondering something though, do you print those cards out or should I just download the rules on a wordpad? Get back to me on this. Thanks a lot and I am excited for you and these new rules:)
elphiecoyle
January 11th, 2008, 07:57 AM
Well we actually print it all out and play with the cards as a reference, after having the rules read out or read individually.
One idea though might be to just play with Veteran and Elite for the first few times, and once you're used to it, introduce the other levels.
I'm keen on getting your feedback and ideas.
chezious
January 11th, 2008, 07:19 PM
I have just printed out the rules for Veteran and Elite. I will get back to you on how it went this weekend. Thanks for responding:)
GreyOwl
January 12th, 2008, 09:17 AM
I like the general idea of this, but I find myself wanting the progress to be a little slower. Ideally, it would be nice to find a mechanic that would allow experience to carry over from game to game, without needing to maintain a lot of records on paper. Not sure how that could be done, though.
elphiecoyle
January 17th, 2008, 02:13 AM
You're in luck! :P
A while back I devised, -=HeroScapeWars=- which as briefly referenced to in the Elite ruleset is designed for just that, slowing the process down and allowing it to go over a few games.
It uses a risk style campaign map of Valhalla and hero's carry experience.
Check that one out if ure interesting in an epic war within HeroScape.
(i'm bumping it up for all keen)
elphiecoyle
January 27th, 2008, 01:44 AM
Any other ideas?
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.