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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||||||||
| View Poll Results: doyou like these rules more less or about the same as the official rules. or do you even care? | |||
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1 | 11.11% |
| less |
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6 | 66.67% |
| same |
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2 | 22.22% |
| Voters: 9. You may not vote on this poll | |||
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#1
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House Rules from GraveNight.net
I found an interesting set of rule on another heroscape site.the web adres is www.gravenight.net/gn/heroscape/HouseRules.pdf or u can just go to the home page and click on house rules(if there is already a thread on this im very sorry, im new).
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#2
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Ummmm, your link doens't work for me.
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#3
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Here's the working link: http://www.gravenight.net/gn/herosca...HouseRules.pdf
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#4
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#5
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This ruleset is detailed enough that it would require actual playtesting to give any strong feedback.
I can tell you my buddies and I have messed with different Line of Sight (LoS) variants in the past, and in general they seem to complicate the game more than they help it. But at first glance, this ruleset looks like it's more of a revamp of the core game engine, rather than just an add-on variant, so that might actually work out better. If we give it a try I'll be sure to give you some feedback. |
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#6
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Thank you for ur support
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#7
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note: please reply to this post or at least take the poll, I enjoy knowing everyones opinion.
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#8
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it looks like a whole different game. Which isnt a bad thing, its just a big departure. Makes it seem more like D&D to me
I do think they need some work. For example, you need to roll a 10 on a d10 to hit a character with 10 defense, but you need to roll an 11 or higher on a d20 to hit a character with 11 defense? it doesn't make sense. So, i dislike the entire dice conversion thing. I think character facing shouldn't matter, or you should paint arcs on the bases ala mage knight. I like flanking and partial cover. I would say I like the rules about the same, but the doc seems like it has some holes in it right now that make it unplayable. I would like to see a more complicated doc that fleshes out everything (like saving throws, double life squads etc.), or a simpler doc that adds flanking, cover, a new order marker system, double move and maybe some other rules into the core rule system. Some cool ideas though. Sudema is top notch in Heroscape: Legacy. Try out this alternative unit cost system at your next game day or tournament. |
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#9
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same for me but i use some of the other stuff too
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#10
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Looks to me like these guys love them some D&D Minis, since the first few pages are all pretty much pulled right out of the rules for that game.
Facing rules in Heroscape would **** me off. Cover rules are badly needed, but could complicate the game too much. And melee cover is silly. Plus, any time you are adding a caveat that says, 'use your own judgment' you're asking for trouble. My judgment says my samurai has cover against Syvarris; your judgment says your Syvarris can see me just fine. I don't understand why you would replace the disengage. I think it works fine. If you change disengage, you make the knights and Denrick a lot less effective. Overall I don't dig 'em, but I do like the cover rule. http://drakesflames.blogspot.com Drake's Flames, my crassly opinionated game review site. Updates three times a week. |
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#11
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My only complaint
My ONE, only, and minor complaint with HS is that there is not more cover for units.
So I think to make the game more interesting and this is PURELY MY OPINION so don't get mad at me if you think it is a bad idea. But feel free to point out flaws. How about this, if you can see ALL of a units hit zone you carry out an attack. But if the hit zone is partially blocked you roll a d20. I say a 6 or higher and you can carry out the attack. That gives you a 75% chance to successfully carry out the attack. If a 1-5 is rolled the attack is misfired and directed at whatever is blocking the hit zone of the target. Now this is the part I was debating on. The figure could roll an unblockable attack die like a leaving engagement attack, or the entire attack could be directed at the figure blocking the hit zone, with the target using any special attacks. (for example Krav roll for Stealth Dodge, Drake would evade it completely) Of course trees and such would just block the attack comepletely. There are some problems for example two figures blocking the target's LOS, so the closer one would take the hit. Your thoughts? Violence is not the answer. ![]() Make peace!
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#12
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Hrm... this is basically a HS-to-DnD conversion. Many of the new rules are lifted directly from the DnD rulebook. The converted portions ARE the DnD rules. As for what I think of it... I'm mixed.
I like some of the add-on rules such as the cover and flanking rules. Facing and turning is ok except it is a huge disadvantage for double hex figures. My Dumutef has to turn ALL THE WAY AROUND just to attack a figure behind it? Doh! Saves is a problem - it does not specify which spells or attacks require a die roll. The ability to attack and then move is a bit broken given the long range of some of the characters. HS was not designed with this in mind. I dislike the change to the disengagement attack. The HS rule is simpler and funner since it carries that extra risk. I dislike most of the conversions. The dice in HS are one of the best features since it keeps the game smooth and simple. Also the turn markers adds a strategic element - like a general who has planned his moves in advance. Also I think most of the changes I do not like change the nature of the game too much so that many figures would need to be re-costed. I do like the look of the custom card. Good job there. “Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.” Terry Pratchett, Discworld |
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| Other Customization & HS Additions: Everything from new ways to play to modded figures | |||||||