This is good because Hasbro is going down the tubes. At the rate they are going, any official releases past First Light are iffy at best. That’s why I support third party creators who can keep HQ fresh and going forever.
I'm trying to compile a homebrew set. Bonus actions are reserved for magical artifacts and the Rogue as standard. I'm using White (2 of each symbol), Yellow (normal), Red (Bonus Skull and Double Shield), and Black (Double Skull & Shield) Combat Dice, as a levelling up/special abilities system. Some weapons, especially ranged weapons, cannot advance beyond Yellow skill, do not gain rerolls or extra combat dice. This retires the ever popular Crossbow at some point. My magic system has 6 spells for Fire: Conflagration, Inner Fire, Flame Wave, Firestorm, Continuous Blaze, and Infernal Shield - on 1-3, you get only 3 of them, 4-5 you get 4, and 6 you get 5, but multiple rare mechanics allows for one more. It provides resistance to Frost effects, and can do Bonus Damage with the Red dice. It's powerful, but may also end up burning the caster himself. There are 5 spells for Water, the final one, Maelstrom, you only get by casting your final spell in Flow state. But something like Water of Life only reveals Flow state if you get d6+1 LP above 4. If the first two casts are different states, you'll know that the 3rd cast is the same as the 2nd. If they are the same, 3rd and 4th will be opposite. Additionally, while in Flow state, you can Walk on Water, and enchant your dagger into an Ice Knife, if you want to expend it. Sleep Mist can affect multiple targets, but Dense Fog has the downside of making it impossible to search the location. Air offers Gale Force with a d6 bonus move, that reduces by 2 on each turn - while active you breeze past enemies, as their movement is reduced by 1, your allies' is increased by 1. Stopping on an enemy can push them off a ledge or into a Pit Trap, where Tempest only pushes and leaves target in Paralysis, similar to Water: Hot Geyser. Djinn opens any locked door or chest you want it to, before attacking in the same location. Lightning Bolt can be really powerful, if the enemies can be bothered to stand in an ortho- or diagonal straight line and comes with a downed effect, that targets need to spend an action to recover from. You can also cross rifts and don't take damage from falling into Pit Traps, you can get out even if no Rope is available, and access higher elevations, furniture, etc. at will. Earth spells grant you one more chance to resist Lightning effect and immunity to Grappling Vines, while you hold any (not scrolls), and any liquid-based healing grants +1 LP. This also applies to the Druid's versions: Stoneskin -> Barkskin, Meld Into Rock -> Pass Through Rock, Wall of Stone -> Wall of Vines, and Eruption -> Fissure, alternate, slightly weaker spells, of which he receives 2 at random, in addition to 3 of the 6 Druid spells (Healing Spring, Lifeforce, Wisp, Moonbeam, Grasping Vines and Absorb Elements - this last one requires the Druid to be hit by an Elemental Spell, protects him from it, and gives him an additional Druid spell. The Druid also gains the Werebeast Form, and uses enchants: Magic Sling, Ice Knife, Thorn Whip, and Shillelagh, and is the hero with the herb garden - 1 rare reagent pr. quest and half priced Alchemy Kits. The Warlock is similar, but takes 1 Arcane and 2 random Fire spells, in addition to 3 Chaos spells. Can cast Summon Demon for the price of 2 spells/scrolls, or 1 at a Dark Altar, if things get too intense, summons Familiars, and is specialized in the Wand, that eats expensive Magic Ammunition. Where the thieving Rogue takes his trap sense and lockpick expertise, a Toolkit and an infinite daggers Bandolier, along with his Smoke Bomb and Grappling Hook and Backstab while undetected, the Dwarf instead gets a Nose For Gold, Tunnel Running, and Darkvision, as well as some extra survivalist options, and special boni from consuming the various alcoholic beverages. The Elf is the only hero with the skill required to meaningfully use a longbow on his quest, and gets a random 3 of the 9 elven spells (Fey Fire, Fey Step, Premonition, Hypnotic Blaze, Charm Beast, Greater Enchant Weapon, Warp Wood (disarm or open/stick door), Cleansing and Magic Mirror), he also gets a chance to watch and learn, as allied magic users cast one of their spells, to gain a copy for himself, or use the Scrolls, that Barbarian, Knight, Dwarf, Rogue, and Druid cannot. From there, he can lean into spells more or Rogue more. The Shaman is kinda like a magical Rogue, but his abilities have a party focus, while he operates mostly from the shadows. And finally, the Thane is similar to Barbarian and Dwarf, but trades in most of his Combat utility Superior Enchant, Runecrafting and use of Scrolls.
Def not a "light" upgrade, looks like the kind of thing you pick and choose certain mechanics that you know will synergize with your own home rules. Rolling 4 dice and selecting 2, with the option to perform an extra action on a 6 is ... very interesting, to say the least. Good stuff!
I love the 4 dices movement rule
It is almost at a point where there is no need fur further expansions due to so many community-brewed stuff. ❤ - thanks for revealing it.
This is good because Hasbro is going down the tubes.
At the rate they are going, any official releases past First Light are iffy at best.
That’s why I support third party creators who can keep HQ fresh and going forever.
Could you name some of your favorite homebrew rules or expansions?
@@Rennacius banjo heroquest house rules & lestodante skill/evil wizard decks
Dude I love the XP feat list. I'm totally using it list weekend
. Thanks Ash. Love your Channel!!
You had my attention with the Wizard's Line of Sight, that alone makes it worth it. 😅
As always, great homebrew review!
This is interesting system 🤔
I'm trying to compile a homebrew set. Bonus actions are reserved for magical artifacts and the Rogue as standard.
I'm using White (2 of each symbol), Yellow (normal), Red (Bonus Skull and Double Shield), and Black (Double Skull & Shield) Combat Dice, as a levelling up/special abilities system. Some weapons, especially ranged weapons, cannot advance beyond Yellow skill, do not gain rerolls or extra combat dice. This retires the ever popular Crossbow at some point.
My magic system has 6 spells for Fire: Conflagration, Inner Fire, Flame Wave, Firestorm, Continuous Blaze, and Infernal Shield - on 1-3, you get only 3 of them, 4-5 you get 4, and 6 you get 5, but multiple rare mechanics allows for one more. It provides resistance to Frost effects, and can do Bonus Damage with the Red dice. It's powerful, but may also end up burning the caster himself.
There are 5 spells for Water, the final one, Maelstrom, you only get by casting your final spell in Flow state. But something like Water of Life only reveals Flow state if you get d6+1 LP above 4. If the first two casts are different states, you'll know that the 3rd cast is the same as the 2nd. If they are the same, 3rd and 4th will be opposite. Additionally, while in Flow state, you can Walk on Water, and enchant your dagger into an Ice Knife, if you want to expend it. Sleep Mist can affect multiple targets, but Dense Fog has the downside of making it impossible to search the location.
Air offers Gale Force with a d6 bonus move, that reduces by 2 on each turn - while active you breeze past enemies, as their movement is reduced by 1, your allies' is increased by 1. Stopping on an enemy can push them off a ledge or into a Pit Trap, where Tempest only pushes and leaves target in Paralysis, similar to Water: Hot Geyser. Djinn opens any locked door or chest you want it to, before attacking in the same location. Lightning Bolt can be really powerful, if the enemies can be bothered to stand in an ortho- or diagonal straight line and comes with a downed effect, that targets need to spend an action to recover from. You can also cross rifts and don't take damage from falling into Pit Traps, you can get out even if no Rope is available, and access higher elevations, furniture, etc. at will.
Earth spells grant you one more chance to resist Lightning effect and immunity to Grappling Vines, while you hold any (not scrolls), and any liquid-based healing grants +1 LP. This also applies to the Druid's versions: Stoneskin -> Barkskin, Meld Into Rock -> Pass Through Rock, Wall of Stone -> Wall of Vines, and Eruption -> Fissure, alternate, slightly weaker spells, of which he receives 2 at random, in addition to 3 of the 6 Druid spells (Healing Spring, Lifeforce, Wisp, Moonbeam, Grasping Vines and Absorb Elements - this last one requires the Druid to be hit by an Elemental Spell, protects him from it, and gives him an additional Druid spell. The Druid also gains the Werebeast Form, and uses enchants: Magic Sling, Ice Knife, Thorn Whip, and Shillelagh, and is the hero with the herb garden - 1 rare reagent pr. quest and half priced Alchemy Kits.
The Warlock is similar, but takes 1 Arcane and 2 random Fire spells, in addition to 3 Chaos spells. Can cast Summon Demon for the price of 2 spells/scrolls, or 1 at a Dark Altar, if things get too intense, summons Familiars, and is specialized in the Wand, that eats expensive Magic Ammunition. Where the thieving Rogue takes his trap sense and lockpick expertise, a Toolkit and an infinite daggers Bandolier, along with his Smoke Bomb and Grappling Hook and Backstab while undetected, the Dwarf instead gets a Nose For Gold, Tunnel Running, and Darkvision, as well as some extra survivalist options, and special boni from consuming the various alcoholic beverages. The Elf is the only hero with the skill required to meaningfully use a longbow on his quest, and gets a random 3 of the 9 elven spells (Fey Fire, Fey Step, Premonition, Hypnotic Blaze, Charm Beast, Greater Enchant Weapon, Warp Wood (disarm or open/stick door), Cleansing and Magic Mirror), he also gets a chance to watch and learn, as allied magic users cast one of their spells, to gain a copy for himself, or use the Scrolls, that Barbarian, Knight, Dwarf, Rogue, and Druid cannot. From there, he can lean into spells more or Rogue more. The Shaman is kinda like a magical Rogue, but his abilities have a party focus, while he operates mostly from the shadows. And finally, the Thane is similar to Barbarian and Dwarf, but trades in most of his Combat utility Superior Enchant, Runecrafting and use of Scrolls.
This could be a super addition to the game
Def not a "light" upgrade, looks like the kind of thing you pick and choose certain mechanics that you know will synergize with your own home rules. Rolling 4 dice and selecting 2, with the option to perform an extra action on a 6 is ... very interesting, to say the least. Good stuff!
"Look at the modularity!" :p
Just look at it!
Could you do a video on Extra Quest stuff. That's if you have it.
I don't have any ExtraQuest in my collection.
Where did you get those snakemen minis? They look really cool!
I kitbashed heroquest bases onto cobrans from Dark World Village of Fear -- I love the snakemen minis.
That's a whole lot of extra, I would need to play test it with my group.