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HeroQuest: The RPG (or at least Skill Checks)

Freelance Police
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Palo Alto
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Introduction: This simple skill-check RPG system keeps the HeroQuest mechanics, yet allows the Keeper to add drama and complications to the adventure.

Skill checks: To make a skill check, roll a number of combat dice depending on the character's unmodified attribute and type of skill check.
* Attack: Strength and brute force skill checks.
* Defense: Dexterity and agility skill checks.
* Move: Endurance and survival skill checks.
* Mind: Persuasion, intelligence, and other non-physical skill checks.

Notes:
* You may not use this skill check system for a roll that is covered in the main HQ rules.
* The Keeper determines if an item, circumstance, or racial ability gives a bonus or penalty for a skill check. Typically, non-magical items for combat, such as armor, do not affect skill checks. However, magical items, such as the Talisman of Lore ("increases your Mind Points by 1"), Potion of Strength, and Potion of Dexterity would. Non-combat equipment may give a bonus for a specific skill check (eg. the Tool Kit if trying to break in a house, and gold for bribes).
* In the main HQ rules, Move uses the regular six-sided dice. In these skill check rules, use the combat dice.

Results:
* Skulls: The more skulls rolled, the greater the success.
* Shields: No effect.
* Death's Head: Failure occurs only if any are rolled without a Skull. (The Death's Head is the circular black side of the die with a monster skull on it.)

Dramatic Results: To add drama to the skill check, if the player rolls Skulls and Death Head symbols, the overall task succeeded, but with negative consequences and/or plot complications. Note that someone rolling more dice will have a greater chance of rolling Skulls and Death Heads than someone who rolls fewer. So much for arguing with the Keeper how many dice to roll.

Example: Searching for rumors: Suppose your adventurers are in a tavern and are searching for rumors. The Wizard uses his 3 Mind to "carouse" for rumors. The player rolls three special HQ dice and receives a Skull, a Shield, and a Death's Head. The Keeper could interpret this as him finding the location of a dungeon *but* the tavern keeper didn't know that some brigands nearby are active in the area. Or the Barbarian uses his 3 Body to "pursuade" an informant to tell him what he knows about the dungeon. The player rolls a Skull, a Shield, and a Death's Head. The Keeper says snitch spills the beans, but then tells his "friends" of the Barbarian, and they start a fight in the tavern!

Example: No sleep until dawn: The adventurers find out that orcs will descend upon the neighboring kingdom tomorrow! They decide to ride all night over hostile terrain to warn the town. The Keeper allows one player to make a skill check for the entire group. The player has a Move of 2, so rolls two dice. A Skull and a Death's Head! The good news is that the party has warned the town. The bad news is that the town is unprepared...!

Designer notes: Unlike "old school" skill checks, this system is biased towards the player succeeding! In other words, it's less realistic, but moves the adventure forward. Likewise, the "dramatic results" allows the Keeper to make the game more interesting by adding additional complications and ideas the players to challenge the players.

Note: Discussion on the HQ RPG board:
http://boardgamegeek.com/thread/616786/heroquest-adding-rpg-...
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2 Comments
Subscribe sub options Tue Feb 22, 2011 9:46 pm
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funnier in person
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Would I be right to assume that if the player rolled only shields and death heads that the intended action had completely failed, and that, most likely, complications have now arisen due to it?
 
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  • Posted Tue Feb 22, 2011 11:48 pm
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Freelance Police
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Sorry about the late reply but... Yes! laugh

Mind you, this is pretty unlikely. On two dice, you'd have 1/3 chance of rolling shields on one die, and 1/6 chance of rolling a death's head on another. Still, that's a greater chance than rolling a 1 on a d20, ennit?
 
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  • Posted Thu Mar 10, 2011 7:45 pm
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