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<blockquote data-quote="DeadGod" data-source="post: 4599215" data-attributes="member: 78310"><p>Remember the old Milton Bradley + GW board game?</p><p></p><p>To make a long story short, I have a friend who likes combat and tactics, but doesn't really like "all that talking stuff" involved with roleplaying. It seemed that a story-light, "kick in the door" style dungeon crawl like HQ fit the bill. My attempt here is to borrow a few mechanical concepts from the game and insert them into 4ed.</p><p></p><p>Here are some rules tweaks I am thinking about-</p><p></p><p>Searching for secret doors / traps:</p><p>In HQ if you search, you auto-find these things. This facilitates simple rules and faster play. Unfortunately, it leads to players spam-searching in every room. That never sat with me quite well.</p><p>My idea:</p><p>Have the players make a search check. If they succeed they find the door/trap. If they fail they still find the door/trap, but they took too long doing it and have a random encounter. This should provide a mechanic to disuade searching every room every time.</p><p></p><p>Searching for treasure:</p><p>In HQ if you search for treasure, you auto-find any treasure that was placed in the room. If there is no placed treasure, you instead pulled a card from the treasure deck. This deck had both treasure cards and hazard cards. The interesting thing about the mechanic is that once a treasure card was drawn it was removed from the deck, but hazard cards were shuffled back in. The more treasure you found, the more dangerous it was to continue searching.</p><p>My idea:</p><p>Construct my own treasure deck using treasure parcels and traps/monsters. I will reserve some treasure parcels for placed treasure (namely magic items, as it is important for the party to get ahold of these things, but some money-based parcels as rewards.) Money and disposible item parcels will go into the deck. There aren't enough parcels in a single level to build a sizeable deck, so I will include both level 1 and level 2 parcels in the deck at first. Between adventures I will "refill" the found parcels with the next available parcels on the list. (So, for example, after the first quest for every treasure card pulled I will start replace it with a level 3 parcel.)</p><p></p><p>Any critiques on these rules ideas? Any additional ideas?</p></blockquote><p></p>
[QUOTE="DeadGod, post: 4599215, member: 78310"] Remember the old Milton Bradley + GW board game? To make a long story short, I have a friend who likes combat and tactics, but doesn't really like "all that talking stuff" involved with roleplaying. It seemed that a story-light, "kick in the door" style dungeon crawl like HQ fit the bill. My attempt here is to borrow a few mechanical concepts from the game and insert them into 4ed. Here are some rules tweaks I am thinking about- Searching for secret doors / traps: In HQ if you search, you auto-find these things. This facilitates simple rules and faster play. Unfortunately, it leads to players spam-searching in every room. That never sat with me quite well. My idea: Have the players make a search check. If they succeed they find the door/trap. If they fail they still find the door/trap, but they took too long doing it and have a random encounter. This should provide a mechanic to disuade searching every room every time. Searching for treasure: In HQ if you search for treasure, you auto-find any treasure that was placed in the room. If there is no placed treasure, you instead pulled a card from the treasure deck. This deck had both treasure cards and hazard cards. The interesting thing about the mechanic is that once a treasure card was drawn it was removed from the deck, but hazard cards were shuffled back in. The more treasure you found, the more dangerous it was to continue searching. My idea: Construct my own treasure deck using treasure parcels and traps/monsters. I will reserve some treasure parcels for placed treasure (namely magic items, as it is important for the party to get ahold of these things, but some money-based parcels as rewards.) Money and disposible item parcels will go into the deck. There aren't enough parcels in a single level to build a sizeable deck, so I will include both level 1 and level 2 parcels in the deck at first. Between adventures I will "refill" the found parcels with the next available parcels on the list. (So, for example, after the first quest for every treasure card pulled I will start replace it with a level 3 parcel.) Any critiques on these rules ideas? Any additional ideas? [/QUOTE]
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