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HOMEBREW HEROQUEST - Tabletop Roleplaying Game Rules #2 🔴 

How to RPG
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This live stream video discusses, explains and demonstrates homebrew heroquest mechanics for the game rules. The homebrew mechanics for a roleplaying game. This is a game master guide and player guide on: movement dice, fixed movement, combat dice, dialogue, roleplay, death, bribing, miscellaneous recommendations and references. None of this content is official. I refer all of my comments to roleplaying games in general. The video starts at ? #4k
This series of 4 classroom sessions for the Game Master and Players aims at providing you with all the information you will require for playing any Roleplaying Game.
Lesson One: Basic Game Mechanics.
Lesson Two: Basic Combat Mechanics.
Lesson Three: Complex Combat Mechanics.
Lesson Four: Magic Mechanics.
The 4 sessions span across a period of 1 month (1 session per week), with each session lasting between 1.5 and 2 hours.
Free HeroQuest Rules and Adventure Book Hasbro Website Link,
www.hasbro.com...
Ye Olde Inn (HeroQuest Resources) Website Link,
www.yeoldeinn....
HeroQuest Companion Application Website Link,
play.google.co...
HeroQuest LTK Variant House Rules Web Link,
drive.google.c...
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6 сен 2024

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Комментарии : 7   
@jtjames79
@jtjames79 5 месяцев назад
I feel like if you're going to have open and closing doors you need to have an alert system. Alert systems are great, because you can also use them as a countdown timer. Some sort of saving throw every round of combat. Every time you lose the saving throw some consequence track gets moved one forward. Until the dungeon is fully alerted. To give the players an advantage add door spikes to treasure and the store. An unspiked door a monster can open without any actions. It's their dungeon home advantage. You can block line of sight just by closing a door. But if you spike a door, the monsters inside have to attack it and break it down before they can get out. Just some random thoughts.
@jtjames79
@jtjames79 5 месяцев назад
My favorite Homebrew for movement is everyone gets six moves, and then you add one die. Barbarian rolls twice and takes the highest, Dwarf rolls twice and takes the lowest. Like advantage and disadvantage with a d6.
@HowtoRPG
@HowtoRPG 5 месяцев назад
Thanks for sharing your thoughts.
@jtjames79
@jtjames79 5 месяцев назад
​@@HowtoRPG I wrote that before I finished listening to your idea. I guess we were sharing similar thoughts.
@tantile9655
@tantile9655 5 месяцев назад
I purchased a pack of 8 dire rats from my LGS in Oz, and when there are no monsters on the board I roll a D4 and that tells me how many rats come out from the “shadows” and attack. I then roll the D4 again and again and that tells me which hero’s each rat is attacking. The rats have 1 Attack and 1 defence and movement of 10.
@HowtoRPG
@HowtoRPG 5 месяцев назад
Great Idea 💡
@jtjames79
@jtjames79 5 месяцев назад
Searching: One free search in each room, plus one search of each piece of furniture. I did add a Homebrew rule for traps to even it out. I don't remember how I ruled it. I think it was if you found something you had to roll a combat die, A skull was money. A shield was a random treasure, an evil bunny means you triggered a trap.
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