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Now That We Have HeroQuest, Do We Need D&D?
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<blockquote data-quote="Retreater" data-source="post: 8457744" data-attributes="member: 42040"><p>Right. I can agree with customized characters, deeply personal or epic stories. But what I'm getting at is the dungeon crawling, one-shot type of adventures. It seems like this is a more streamlined, faster-paced way to handle those types of experiences.</p><p></p><p></p><p>Exactly. HQ is replacing the things I liked about casual D&D. For the types of games about killing monsters and looting treasure, I think HQ does it better. I'm not going to run a serious Call of Cthulhu investigation for my in-laws on Christmas break or bring Warhammer Fantasy to the local bar for some dice rolling with our beer.</p><p></p><p></p><p>Some of the new expansions have alternate boards, such as for a tavern brawl. It seems simple to use the system for any type of grid-based map. Likewise there are new monsters, spells, character classes, so it seems fairly expandable.</p><p></p><p>You can draw any map you want, and there are examples in the expansions of outdoor maps. There are illusion spells as well that can enchant, confuse, etc., the monsters. </p><p></p><p>The story and roleplaying can be done just as well with HQ as you do in D&D, using HQ for combat encounters as needed. It's the same excuse that 4e forbade roleplaying because most rules were focused on combat.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8457744, member: 42040"] Right. I can agree with customized characters, deeply personal or epic stories. But what I'm getting at is the dungeon crawling, one-shot type of adventures. It seems like this is a more streamlined, faster-paced way to handle those types of experiences. Exactly. HQ is replacing the things I liked about casual D&D. For the types of games about killing monsters and looting treasure, I think HQ does it better. I'm not going to run a serious Call of Cthulhu investigation for my in-laws on Christmas break or bring Warhammer Fantasy to the local bar for some dice rolling with our beer. Some of the new expansions have alternate boards, such as for a tavern brawl. It seems simple to use the system for any type of grid-based map. Likewise there are new monsters, spells, character classes, so it seems fairly expandable. You can draw any map you want, and there are examples in the expansions of outdoor maps. There are illusion spells as well that can enchant, confuse, etc., the monsters. The story and roleplaying can be done just as well with HQ as you do in D&D, using HQ for combat encounters as needed. It's the same excuse that 4e forbade roleplaying because most rules were focused on combat. [/QUOTE]
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Now That We Have HeroQuest, Do We Need D&D?
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