I managed to find a page on the Hasbro website about all the guest designers from the crowdfunding campaign, where it also does confirm the warlock is (as everybody is saying) a halfling: hasbropulse.com/pages/heroquest-guest-designers
Ha. That's true. I didn't mention it in the video, but look how manic and happy she is in her artwork as demonic flames burst out of her corrupted hand.
@@AlwaysBoardNeverBoring I actually went looking for the article to share it just now but I wonder if Hasbro took it down as I can't seem to find it. It was on the original crowdfund page back when the Warlock was first unveiled.
I remember reading playtesting articles about the new heroes during the campaign, but they took them down at some point - I have dead links on file. I did find a copy-paste of an article about the warlock on yeoldeinn from when the campaign was live, but it didn't mention halfling there either. Regardless, halfling felt like the most likely option to me, so I'm not surprised it was mentioned somewhere.
I think one simple thematic fix is to just have it so that you have to kill for the first transformation too... that would at least make it so you would need to be inside the first combat to transform or wait till it was after. You'd also have to make sure your teammates didn't score the kill. It could combine with one of your ideas like a penalty or a countdown on the mode if you don't do damage on subsequent turns.
I am a huge fan of tying the demon transformation to the mind point. If you can only transform into the demon a limited number of times, because you cannot go below one point it means you need to be more strategic about when you turn into the demon. Add the conditions that the demon must make an attack on its turn, otherwise reverting back to the Block kids a wonderful different to how you play as the demon versus how you play as the warlock. I’m definitely going to try this out at our table!
That's what I was thinking. At the moment, you just want to be the demon all the time. You are just a better version of the halfling while in demon form. By limiting the uses of the transformation you create decision points, and I think decision points are where a game really comes to life.
@@AlwaysBoardNeverBoring another point I never thought of until your video is giving the demon three attack for ranged. For some reason, my brain defaulted that to a three dice melee attack only. Your version seems a lot more powerful lol.
Yea, the wording for the demon is you add one dice to your attack. There is nothing about not being able to use items anymore, so that bonus goes on top of whatever else you use.
Sounds like you could do a video just on fixes for the warlock. Maybe take suggestions that make the most sense from the comments and BGG (if there are any)? Please consider it.
I haven't tried the warlock out yet; I actually haven't purchased the last three expansions. I'm waiting for prices to come down, and I still need to paint Mage of the Mirror. Anyway, I think the warlock ought to sacrifice something in order to transform, like a mind point. Or, at least, meet some sort of condition first, like defeating a certain number of enemies (no more than 2 or 3) as the halfling. As is, it doesn't quite align thematically. @AlwaysBoardNeverBoring
Oh, I like that. A "demon counter" sounds quite fun. Each time you kill something, the demon feeds on the death and gets stronger. After accumulating a certain amount of kills, the demon bursts out.
Interesting the difference in the Retail packaging. If memory serves correctly, in the Mythic tier release, the gargoyle and alternate pose were the same color plastic as the Dread Warriors, so I never realized that there was a second model for the Warlock. To address this, I went on HeroForge and created a one off halfing in demon form that still looked like a halfling, but had demonic wings, claws, horns, etc. and then painted both models similarly so that it is clear which is which. my group of players have enjoyed including the Warlock and Bard as alternates to the Elf and Wizard in their party, its a bit more challenging with the lack of heal spells, but its made health potions all that more important. We see the Warlock as a glass cannon, which the party will usually utilize to get the killing blow if possible, but stay out of melee normally. We havent explored alternative rules yet with the warlock, but it would be fun to explore a bit more. Thanks for the ideas and a great video!
It's my understanding that they never really intended the alternative gargoyle to be the demon form (during the crowdfunding campaign). You actually get two gargoyles in the Prophecy of Telor retail pack - one in the translucent orange for an enemy and one in red to be the demon. There is also another one of these gargoyles in Spirit Queen's Torment. So, all told you get one of the original sculpt, two of the alt sculpt in translucent plastic (one orange, one blue), and one in red. I think the warlock as-is can be fun - you are a big demon throwing powerful ranged attacks around - but it didn't quite gel with me on a thematic level. I'm glad you found some of the ideas in the video interesting. Viewers have been leaving loads of other cool ideas in the comments if you ever do decide you might want to tinker with what your demon can do.
Having cut my teeth on board games and RPGs in the decade of Funions and Mountain Dew, I have an empathetic appreciation for the insane-rage-magical-demonic-vengeance character mechsnism and, quite honestly, were I a tiny barmaid literally swimming in a 1 inch base, I think I would be perfectly fine selling my soul for some dungeon raiding downtime. "Bring us some ales, halfling wench!" "Um, Bob? Don't talk to Ethel that way." "Oh?!! And just why the HELL not?!" "Funny you should put it that way, Bob."
Ha. Fair enough. It feels a little at odds to HeroQuest for me, though. Maybe it's because 10-year-old 1989 barbarian me would never dream of doing anything less than heroic.
@@AlwaysBoardNeverBoring Understandable. I've also thought that, in lieu of an opposing sex for the Warlock, there should be an opposing Hero - like a Paladin or Holy Warrior with an Angelic Form. No need to stick to the male-female toggle for every Hero. Another penalty could be that you can't play them together.
I remember seeing the Warlock at the Hasbro Pules fundraiser page. It was clearly stated that the character belongs to a staffer, and how she likes to play a harmless-looking little-person who can transform into a big, scary monster. That concept I do like. Although, I was annoyed as the bonus Hero was clearly a vary 5e-looking character type. I was hoping that Hasbro would allow for HQ to be its own thing, divorced from even its Warhammer roots, and not become an extension to the overall D&D brand. Oh well... Yeah, I do agree with you about this Hero being able to use Dread magic, and effortlessly control her literal inner-demon, without succumbing to the vary evil that overtook more powerful wizards then her. I do like your suggestions. While the "Bearer's Burden" rule from the Quest Book is a good start, that rule is too taxing to health and healing resources. If anything, it should be about not loosing control in Demon Form akin to being subject to a Command spell. That is, take Demon Form at-will, but you have to resist becoming an enemy on each turn (also taxing on the flow of play). With Demon Form freed-up as a Skill card, she could have access to stronger Dread spells like Firestorm, Lightning Bolt and Cloud of Dread. Although, if she does turns bad, she'll have to have her wand and spells locked so she cant over-power the players. So many things to consider with this one Anti-Hero.
I remembered reading something like that during the campaign, but it looks like the articles from the campaign have been taken down as I couldn't find them. I did manage to find the page on the Hasbro site about all the guest designers (I pinned it in the comments) and this one was designed by Shauna Nakasone who is an artist who I believe works with Wizards of the Coast, so that would explain where that element is coming from. Thanks for sharing your interesting ideas. I do like the idea of having some kind of threat or danger involved, but as you say, it's difficult to implement something like that without slowing down gameplay, or doing something that could quickly become tiresome like constantly taking control of the hero away from the player. Giving the demon some more powerful dread magic that costs something to use could also be fun.
@@AlwaysBoardNeverBoring By the way, it feels like there is a Mandela-effect going on with the Warlock, 'cause I recall she was a Gnome, while others recall she was a Halfling. I find that rather funny.
I agree that the Warlock will feel strong at the start, and then wane fairly quickly. Demonform is basically giving the character a broadsword and a crossbow as starting equipment. That's strong early on, but about halfway through the campaign every other hero will have equipment that's better. When you also factor in that it only takes one damage to take away 1 attack dice, then the character scales poorly. An interesting take on the character would be to force her into Demonform at the start of combat. Turning into Demonform restores the Fear or Dark Wings spell. We change these spells so they only work in Demonform. Demonform gets reduced to melee only. Upon reducing a monster's Body Points to 0, the character reverts to halfling form. And, if Fear is too strong with this change, then it goes away upon changing back into the halfling. What does this do? It forces the Warlock into melee combat where her defenses are weak. But, gives her a way to mitigate that one time. Getting stuck in Demonform, because she was unable to kill an enemy, will make the next encounter harder for her, because she's probably burned through her defensive spells. This makes her more of a glass cannon than simply a character starting with some good equipment. She'll still have the wand for ranged attacks once back in halfling form. Then, I think the flip-side is that she needs 2-3 spells that do something while in halfling form that cannot be accessed when a demon. These spells would be once per scenario. Call Upon the Blood This spell may only be cast upon yourself. You lessen your hold upon the demon and release it back into the world at a small cost to yourself. Lose 1 body point, turn into Demonform. Add +1 Attack Dice. Discard Call Upon the Blood upon losing Demonform. Why? Because, being able to one-time call upon the power of the demon makes more sense than constantly staying as one. It's also not a power to be trifled with, thus the loss of a body point. It's also like a mini-courage. Shadows of the Demon This spell may be cast on any one hero. The target becomes shrouded in shadows. When this hero defends, both the white shield and the black shield count as defense for this hero. At the start of each round, the hero can choose to discard the spell. Otherwise, the hero rolls a d6. On the roll of a 6, the hero loses 1 mind point. If the hero is ever reduced to 1 mind point (or less), discard this spell. Let's make those mind points have a point. So, we can throw this on the Barbarian or Dwarf who will likely be tanking the most hits, but the spell won't stay on them long. Elf or Warlock are decent candidates, plus it works well as a selfish spell (which seems like the proper flavor for a Warlock) where she puts on this buff to improve survivability while a demon. Gripped by Darkness The spell may be cast on any one monster. The Warlock doubles over in pain sending wispy, magical tendrils at her enemies. It will inflict 2 Body Points of damage. The Monster then rolls two red dice. For each 5 or 6 rolled the damage is reduced by 1 point. The Warlock may repeat this effect by losing 1 Body Point. A different enemy may be targeted per Body Point lost in this way. So, baseline it's just Ball of Flame. It's a spells that's OK early, and is crappy later. But, it's more interesting when it can have a little AoE at the cost of some life points. Ball of Flame is the equivalent of a 2 dice attack. The automatic hit is offset by the increased chance to defend. We could make it so the Warlock has to survive to use the spell (so no ending on 0 HP), and probably add in a rule that potions can't be guzzled mid-casting. which means starting off if the Warlock spends 3 life it's 8 attack dice. We could bring this more into line with Genie at 6 attack dice by making it always take 1 Body Point. But, in order to keep her from being on Death's Door, she needs a heal. It makes it so the spell is only useful when spending at least 2 Body Points though, which might be too big of an ask for how fragile this character actually is. Maybe the Warlock is still a bit OP to start. She'd end up being a glass cannon that needs to get into the fray. She can't simply hide in a doorway shooting her crossbow. But, her kit helps balance out the danger she puts herself in. But, balancing aside, what artifacts play into this character... Talisman of Lore becomes a banging artifact. Warlock loves to buff the Barbarian with this combo. That's pretty cool. Alternatively, it makes it a buff she can probably put up early to increase survivability. Sky Orb helps anyone, and if you give the Barbarian all the mind point stuff (including Amulet of the North) then he becomes the tankiest tank. Arm Band of Healing is pretty great for her. Gripped by Darkness becomes less of a threat where she can burn 4 body points and come back with 2. This could even allow her to use 5 HP. The spell also isn't too crazy, because she can't take 20 potions of healing and kill every enemy in every room. From there, she probably needs her own artifacts to keep up with the other heroes... Tome of Demonology - By increasing her knowledge about the demon, the Warlock learns magics that better protect her. Give the Warlock +1 Defend dice. (It could even be a +2 Defend dice in Demonform.) Soulstone Amulet - The demon gains power from the stone. When in Demonform, give the Warlock +1 Attack dice. She needs something to help from getting stuck in Demonform once dungeons fill out with tougher monsters. Let's bump the demon up to an axe. Wand of Bolts - This wand grants you 3 Attack dice against any monster within your line of sight. (Bolts, like crossbow bolts, because that's about all this item is; but she's not hiding in the doorway looking like a demon for the 3 dice.)
She definitely doesn't really have anywhere to go from where she starts. I had thought about this idea of her having double-sided spells with different spells on each side and you had to be in the right form to cast them, and then they would flip over so you would have to use them in your other form to flip them back. Your suggestion has some similarities in that you have a character with two sets of skills dependent on her form, but you have put a lot more thought into it than I did! There certainly are lots of interesting places you could take the character. I do feel it's a shame Avalon Hill didn't do more with this class, as it has the potential to be one of the most interesting in the game.
@@grahamscosier9691 You can only use one weapon at a time. If you attack with her wand starting item you roll two dice, if you switch to something different then you roll the dice for that instead. And to be clear, the wand card that comes with the expansion is her starting weapon and is factored into the combat stats on her character card. You don’t add the wand attack dice to the attack stat on the character card.
Here is my fix. Transforming to demon has a negative effect. She rolls a movement die and has to get a number that is equal or lower than her mind points. If she fails, Zargon gets to control her and she ends up attacking the other heroes. When injured, there is another negative effect, balanced by a positive effect. When she reverts to her halfling form she loses 1 mind point as you suggested. Second, if Zargon controls her, she regains control. The second is obviously the result of the heroes having to hurt her. I also add an optional gain when she kills a monster. She can optionally gain a mind point instead of charging her demon form. That lowers the times she can transform, and also offers a risk/reward mechanic.
What about, every time you transform you lose a mind point until the next mission? That way you have to pick and choose when you transform into a demon as you can only do it a few times. Could also make the last 1 or 2 transformations tense, as you might not know what you've still got to face before the mission ends? Would also mean you're more susceptible to magic that affects mind points. This would represent the Warlock slowly losing her own mind/will to the Demon each time she transforms. With each transformation weakening her until she rests/sleeps.
So, it sounds like we're suggesting the same idea with the same thematic reasoning. That's comforting, as it means I'm probably not crazy! However, I think you are going one step further and saying you wouldn't even allow her to use mind restoring potions or similar items to keep her going throughout a mission. I would have to think about that. I would probably lean slightly more towards allowing restorative measures to give her a few more transformations and to prevent shock, but also so you didn't have to track two types of mind point loss in any give quest (those from the demon, and those from other means).
@@AlwaysBoardNeverBoring Sure, It's not a bad thing per se, but the way it was suggested above is just an unnecessary nerf - she is not overpowered - because It just made one of her main abilities *objectively worse in terms of gameplay mechanics.* This kind of decision only makes the character less appealing from a gamer perspective. So either you tweak the ability in a way that it ends with a net zero result or you leave it as it is and just adapt the way how you view her. Both are feasible in my opinion.
The suggestion was to add a different type of resource management to the demonform (rather than killing enemies to restore it, you spend willpower). The same suggestion I made in the video. I would argue that, in the early stages, the warlock is overpowered. The demonform is giving you a strength 3 ranged attack indefinitely from the very start of the game and the ability to avoid one of the most commonly occurring traps. It's so much more powerful than anything else anybody gets at that stage, and there's not really anywhere for the warlock to go from there, so there's nothing much for a player to sink their teeth into once the initial thrill of being so powerful wears off. For me, giving players something else to think about - such as managing mind points - could add an extra layer to the game, adding decision points, and making the character feel more interesting.
I homebrewed a Warlock named her, Ami. I used tools I found online for Heroquest. I also used "Pact of the Blade" from D&D. She uses magic from the Amethyst College. And can level up to 5. Each level costs 1k Gold by level. After achieving level 1, she can summon any weapon worth 1 attack die and armor worth 1 Defense die. And 2nd level summons 2AD and 2DD and so on. But can only be armed with 1 or 2 one handed weapons or 1 two handed weapons at a time. Her Body Points are 6, Mind Points 4. I use Mind Points as Spell Slots. So can cast the same spell 4 times till she needs to regain them by resting. Which means taking no other actions except moving at half speed per spell slot.
@nerzenjaeger hi there. Yes me and my kids were playing actual Heroquest by actual rules. But you might not want to "eat the same things" every day. So we made new characters and my kids like Roblox so we played Heroquest with a "Bed Wars" theme to it. You can play how you like to your hearts content, buddy.
planning here on making the deamon a melee only critter, unable to use any equipment the character has - drop into it when cornered, otherwise stay as little critter. I mean the little one transforms magically, seems legit here and stops a starting group having a crossbow in effect, the ranges attack stays at two dice. in effect you have a halfling Warlock, with kit _or_ a daemon, without
I run this game alot and let me tell you. this Warlock class is very very popular. and I kinda like it too. very cool. . Im usually not too in to these new charterers but this one reallty works for me.
I think the concept is fine. For me the design is just backwards. I'm not that surprised that some people will enjoy being a big stompy demon with range three attacks from the start, because you are going to feel awesomely powerful while your allies are struggling with one or two dice in close combat. But for me, I think they worked at the design from the wrong end, and I feel a little more nuance could have elevated this class concept to one of the best in the game.
l add my own things. l remembered Abomination from Darkest Dungeon. When it transforms in combat, it gives stress to other party members. So: as long as the halfling is in demon form, it gives to all other members -1 mind point debuff as long as it is within same corridor or room with them, or have LOS to it (like in case of doors). When demon form dies, it causes one attack against anyone who is next to it (which can be defended as normal). And daemon may gain some buff(s) or tweaks. Dying and then transforming into enemy gargoyle is a bit harsh, unless being daemon gives good benefits. Or lose one mind point for being in demon form (and removing transformation back when getting wounded) per turn, and she can turn back at will. When not being in demon form, her mind points will be regained one per turn. As halfling uses "spells" to herself, l feel that she should use all equipment, except those with "wizards only".
Yes, some kind of incentive (or even necessity) to change back. It makes me chuckle the thought of that massive demon pinging enemies with a little halfling-sized wand.
Yeah I like this, Maybe make it so the Demon can't perform any other actions in a turn but attack. You could even make it so the Demon can't open doors, making it necessary to change back after most fights unless the party is going round actively accommodating for them. Still keep it a spell though so you have the tough decision of attacking with two dice turn 1, or skipping a turn to be in Demon form for turn 2.
This was what I was thinking. Demon can smash, smash and smash. But you have to be in non-demon form to do everything else. Though I would maybe let it open doors as it actually just smashes them down. 😅
What i want to test out: make demon form an ability like you said, end if each warlock turn drop a skull counter on the card. Start of any warlock turn if the card has equal to or more skull tokens than the warlock she reverts back to normal. A second ability card collects skull tokens for damage she inflicts while normal, and when it equals or exceeds the amount on the warlock the demon form refreshes. So the more damaged she is the longer demonform lasts and easier it is to recharge, but the closer she is to defeated. Then rework her spells a little so she has a self heal and a self damage ability, both of which may refresh in some situations. Really ramp up her push your luck aspect.
Yeah, I think that cleaves close to that idea of having a punishment for using your powers. When you make a pact with demons, it should feel like a risk.
The only thing I really don't like about that "class" is the fact that we do not have a male mini. But to be honest, one can use any leftover mini or just use/print a different one. Also with the various card-maker programs, you can even make a card for that mini.
Another quickfire thought... As a homebrew rule the Warlock is reduced by one mind point every time they turn into the demon to reflect them losing control of their mortal mind by drawing on Dread powers. They'll lose effectiveness at warding off spells as a result and if they use their last mind point to transform and they are forced back into original form then they go into shock. As per Dread Moon rules a character in shock rolls one movement die, one attack die and two defend dice. They can technically turn back into demonform if they survive long enough to regain it but will be significantly less of a threat. Haven't used this rule in a quest, it just occured to me while watching the vid, what do you think?
This is the pretty much the suggestion I gave in the video. Turning into the demon would cost one mind point, so it’s something you have to use with caution. I think it’s a simple but pretty effective way to create more balance in how the two forms of the character are used.
@@AlwaysBoardNeverBoring Oh balls. You did say that in the vid already. Sorry for not paying attention 😳. Although I did flesh it out with the Shock rule from RotDM... God I love HeroQuest 😁
My house rule on this is simple: demon form only attacks in melee and cannot attack diagonally. That way the wand still has its advantages without being absurdly overpowered with the demon bonus.
It's a good idea. My big concern there would be that, after a certain point, it could make the warlock just a bit too weak. I feel like she may already max out her benefit to the team quite quickly. Plus, she was really designed to be ranged. The demon doesn't boost her defence, so forcing melee combat with it means there is a high chance of losing demonform quickly to counterattacks. That's one I will have to think about some more.
In my home brew Heroquest I changed the Demon Form spell. In Demon From your 3 Die attack is only melee (can still 2 Die range) but you use black shields to defend instead of white. On the other hand You an also fly which has special rules in my game beyond just avoiding pit traps.
@@AlwaysBoardNeverBoring No because if you are flying, you can only be hit by ranged weapons (or spells) or long weapons like a Spear so it would have to be archer and spear variants of monsters or another flying monster. You have to land to do the 3 die melee or stay flying and shoot off the wand! You can also fly over all traps like this and even monsters. A flyer is one "square" up from ground floor and inside a pit is on "square" down from ground floor. It's a different game I run. 😁
Old school rules. The orc is a villain, and so is the warlock. But yes, she is definitively better than the orc bard. At least I can repaint her and run her as a villain... 😉
I like the idea of light/dark magic cards. Alternating between forms needs to happen differently than designed. Maybe give her one of the groups of magic cards not being used by the elf or wizard. She starts as a warlocm halfling with these three spells. When she takes damage, the demon takes control in order to protect his host. She now has access to the current warlock spells of fear and wings. When she heals, she regains control as halfling and access to remaining normal spells. She is strong as a starting character. She will be left behind as others progress, as you say. Finding a way to increase her access to spells would be an interesting way to keep her relevant.
Totally agree with you. There is a good idea there, but I don't think it was implemented well. A little longer baking in the oven could have created one of the most exciting heroes in the game.
Losing Mind Points to change into Demon form is a nice idea. But I think I'd prefer to lean into the mechanics for Mind Points that are introduced in the Prophecy of Telor campaign the Warlock is now packaged with. You gain Mind Piints, and at certain Mind Point levels you gain additional Dread Spells. And this is tracked from quest to quest. You also take Mind tests that eventually (and inevitably) result in you falling to Dread - coming back as an enemy later on, towards the end of the campaign, as an extra obstacle to overcome. It's then a Hero you can use to spice up a particular campaign that is otherwise pretty standard (Kellars Keep for example - your party ally with the Warlock because she holds knowledge about Grins Crag - she takes on Mentors role in the quest, describing the halls the party pass through & calling out where they might find parts of the map, or take a detour into the Mines). In this way she doesn't need to scale better with equipment / Magic Items to allow for long term play. She has her story, but then it ends - by her nature, she is destined to never be a true hero/champion & this demonstrates the dangers of embracing Dread magic in this way. You could even add them in as a fifth character (NPC) who works with the party to better tell the tale, and keep the original party of heroes intact. Just another idea I'm throwing out there. This time, taking an approach that leans into viewing the expansions as a tool box for Evil Wizard/Zargon players to pick and choose from as they like.
Fun idea. I think the issue is that I'm not sure a lot of people would be interested in playing a hero who inevitably becomes a villain. If they are part of a team, and then at the end of the campaign they suddenly have to flip sides, then there is a chance the player isn't going to be happy with that. You would have to let them know in advance what the arc of the character would be, and then that is going to change how everyone plays the game - everyone would be less invested in helping the warlock player, and the warlock player would have to actively work against the heroes if they wanted to be in a position to fight them at the end. A way around that would be to have Zargon control the warlock as an ally, but then, you still have the situation where the heroes aren't going to invest in working with that character. I think I prefer the approach of the warlock being an NPC. The warlock could turn up numerous times to help (under Zargon's control) but each time they would be a bit more corrupted, until the final time she becomes the main villain the heroes have to fight.
Yes, I eventually found the interviews with the creatives. Took a while because for some reason a lot of the articles they posted online have been removed.
I didn't hear a mention about Demon form ignoring pit traps. This can be very handy in some quests. How do most Zargons treat transformation when either a Warlock or Druid takes damage? I let the Demon and Bear forms take all damage then transform.
Yes, I do mention the demon form can avoid pit traps in the video multiple times. It's another reason why it pays to turn into the demon as quickly as possible, which feds into one of the issues I have with the character. I don't really understand your question about damage. It doesn't matter when you apply the damage because you don't reset your health when you transform.
Something simple like she takes damage each turn she is in demon form or half gold Cant be healed, could make it harder that it takes 1 extra kill to become demon every time she is knocked out. Definitely feels like it needs a disadvantage
I did think about the idea of taking damage each turn you are in demon form, but I was thinking more along the lines of you take the damage if you don't kill something in your turn. But with the warlock only having four wounds I thought it might be too easy for her to die. But yes, totally agree, some kind of disadvantage feels important to the character build.
Yup! You hit the nail right on the head. The Warlock starts of very powerful early game, but she kinda peters out as the other heroes start stacking equipment on themselves. It's even worse if you are playing the Wizard and Warlock in your team together, as they will often fight over the Artifacts that only they can use. Interesting idea, Hasbro. But a bit of a sloppy execution. My friend James, who played the Warlock for 3 whole quest books, was definetly bored towards then end. It seemed like the Warlock became a one-trick-poney with little to do in combat.
If I'm not mistaken she basically starts with the best weapon she can ever have - she is rolling 3 dice at range with the demon. I can't think of any way she can improve on that (although something may come to me once I've finished this coffee). So then she has to look at armour, and there's only one wizard's cloak available, so... yea... other than bracers, there's nowhere much for her to go. I bet your friend James quite enjoyed being the warlock in your first few missions, because he would have been very powerful, but that does seem to slip away over time.
@@AlwaysBoardNeverBoring precisely. James started to have the most fun late game when the Wizard player couldn't make it. During those times he would "borrow" the wizards cloak. BTW, I like the little clips you added to this video. 😅
Glad you liked the clips. It's something I've started doing every now and again. Only sparingly, though, I know that sort of thing can grate on nerves if you do it too much.
@@AlwaysBoardNeverBoring The answer to characters that run out of steam due to not gearing up is, in my opinion, to add more gear to the game that they can use. I'm a huge fan of the AXIANQUEST series of cards by Axian Spice. They do some weapons and wondrous items in their Artifact Decks which can really help bring up the power level for characters like the Warlock and Druid.
That's not what the card says. It says you throw "one additional attack die." It doesn't say you can't use any weapons. Indeed, if you aren't allowed to use weapons, then the demon is pointless, because an unarmed attack is one dice as standard, so with the demonform buff, you would still only be rolling two.
How about life tap for demon form spell? (It costs a body point in halfling form to refresh spell) so youd need to buy potions to keep it up. And take a soul from killing an enemy too. Stolen from warcraft.
I do like those sorts of ideas. Like there is a physical or mental toll on the halfling every time they let the demon take over. I went with mind points over body points, mainly because the warlock is so super squishy (even in demon form) and it seemed a bit punitive to take more of her body points when she has so few to begin with, but if there was some kind of health regen baked into the demonform (as you suggest) then that could offset that risk.
I always regarded the mythic tier heroes having good niches, just not for traditional HQ players. The game is an entry level Dungeon Crawler, that means Dad/Zargon can scratch that itch while looping in Family and Friends who never played D&D. The Warlock is very good for young players who just want to roll dice, not get hit and get bored upgrading. The Orc Bard is for your goofy friend who doesn't take it too seriously and the Druid is for your wife/girlfriend, a helpful healer who can still Momma Bear rush the baddies.
On a side note, have you created any videos talking about alternative party composition? Like swapping the Barbarian for the Knight, the Rogue for the Dwarf, or anything like that? Right now I’m playing through the main quest line with my kids, but we’re just using the standard original 4 characters because that’s what I know and I know it was balanced for the original quests. I’d love to see you do an analysis of which party makeups would work and which ones wouldn’t because of a missing component (like not enough magic, lack of trap finding, etc.).
It's not something I've done. I have said before that the knight is an easy swap for the barbarian. He doesn't start with the same degree of killing power, but he's tougher and has access to unique skills. I also think the rogue is a fair trade for the dwarf. You still have someone who can deal with traps and you gain some crowd control and range. Maybe I will do some kind of grading once I have the wandering monk and druid as well.
How about, the next monster you kill the demon takes that monster card as stats but it can only be maintained at a cost of 1 mind point per turn. It does at least scale with the monsters as the game gets harder. Perhaps the halfling form could recover 1 mind point per turn, reaching zero causes shock or some other stun for a turn.
What about if/when the Warlock dies in demon form, the demon takes over completely and is now basically an enemy gargoyle? And for the heroes to bring their friend the Warlock back to the living after the quest is over, they must slay the gargoyle - therefore weakening the demon who would need to bond again with the Warlock to regain its health. So basically the punishment for using demon form is that the demon turns on the party if/when she dies? The gargoyle would then either choose to stay and fight the heroes OR try to leave the map by getting to an exit. IF the gargoyle gets away, then the Warlock is lost forever? Or maybe you can choose to revive the Warlock but then she cannot change into demon form? And maybe in future quests you can add the demon/gargoyle back to a random quest - and if slain will bond back with the Warlock once again who can now use demon form again? Like you, I’m not a game mechanics master, but this one just popped in my head as a solution to the price of using the demon form you mentioned in the video.
As I mentioned in the video, I do like the idea that on the warlock's death the demon takes control and then it's a problem for the heroes to deal with. I was thinking of different ways to make that idea work, but I think your idea is pretty fun - suddenly having a gargoyle enemy to deal with. I think, at the moment, it feels like there should be some kind of risk associated with making a pact with a demon. I appreciate HeroQuest is a very straightforward sort of game and I think what the designers came up with for the warlock is similarly straightforward. However, with just a bit more nuance I think they could have made what was potentially the most interesting character to date.
@@AlwaysBoardNeverBoring: I must have missed that part when you mentioned the demon form taking over if/when the warlock dies. I was multitasking when I watched/listened to your video. Maybe if the Warlock dies in Warlock form, then the demon keeps the Warlock alive and will be resurrected next quest for free? But if dies while in demon form then the above scenario happens where Gargoyle/Demon tries to escape or take on the heroes? That would add good risk/reward for choosing the right time to tuen into demon. Warlock would choose to stay Warlock if down to 1 or 2 body points so that the demon doesn’t become a problem for the party and the Warlock can be revived. But with max body points the Warlock would be more willing to bring out the demon and unleash it upon the monsters?
I only mentioned it briefly as something I had thought about (along with double-sided halfling/demon spell cards) before going on to talking about the idea of spending mind points to summon the demon, so probably a very easy thing to miss. But it's fun to see several people coming up with similar ideas. I like that idea about the demon saving the warlock if she is in halfling form as a sort of self-preservation thing. Kind of like Venom saving its host. I'll say it again, I think this idea of a possessed halfling has so much scope for fun ideas. While I am sure (I know) a lot of people will like the character as it is, at the moment it feels okay (if thematically weird) when it could have been the most badass character that players were fighting to be.
Gotta admit that I actually like HerQuest better without any of the new content Hasbro has made for it in this go 😕 Looking much more forward to the rest of the re-prints, although they're technically changed from the EU to the US ruleset - which is a huge improvement, of course 🙂
I do tend to prefer the original content, but I have liked a lot of what Avalon Hill have done. I thought the rogue heir and knight classes were really solid additions to the roster. Dread Moon was good, but didn't quite live up to its promise (which admittedly was probably me expecting too much from it). Spirit Queen's Torment has been the weakest expansion for me.
I would have made it that the halfling transformed on taking at least one body point of damage and remained transformed whilst in line of sight of a monster. Then when you transform you get a dark pact card that allows the warlock to gain one body point back when killing a monster in halfling mode. The other cards would mitigate the risk, but its a high risk, high reward strategy. Both modes would be useful and players would have to be strategic.
It's great to see so many ideas in the comments. I think in all cases finding some way to balance the two sides of her personality, and make both useful in some way, would make the difference.
Here are a couple of thought to deter overusing the Demon Form. Option 1) each time the Warlock casts Demon Form, make a will check (roll dice equal to the number of starting mind points). If she rolls two or more black shields, the Warlock has lost her battle with dread magic, and Zargon takes control of the character until it takes damage and is shifted back to the Halfling Form. Option 2) the Warlock and Zargon have a battle of wills (# of dice = starting mind points). Count up the skulls. If Zargon wins, he gains control of the Demon until it takes damage and resumes the Halfling form. Then add in what you recommended, if the Warlock dies, then the demon wins out, and must be defeated.
That sounds fun. People are coming up with some really inventive ways to make the demon feel like a potential threat - something to use with caution and to always be wary of. And for me, I think that's what using the warlock should feel like. It's possible you would need to buff the demon form slightly to offset the added danger - someone suggested maybe giving the demon access to some dread spells the warlock doesn't get.
I would say that you can only remain in shapeshifted form until you kill the first enemy, when you revert to your normal guise and can't recast the spell the following turn.
I definitely feel like the halfling should be the default form - the form you most frequently use - with the demon being the thing that comes out when it's time to bring the smackdown.
Well, what if the demon was the true character and the halfling was the transformation? Lore-wise it could be that once there was a good demon that got punished for not being as evil as the others and so the King of hell or Zargon cursed him to turn into a weak little girl that could get back (even if just temporaly) its dread powers only by doing evil deeds like killing gobbos.
I would have to play the Warlock to get a true feel,but I’m thinking that in most tales a demon would require some sort of offering. An amount of gold that increases with each transformation,something like that. Interesting to see what folks come up with.
It feels like they have tried to work that idea into the design in a limited way, as you recover the demonform spell when you kill (sacrifice, I guess) an enemy. But there is no escalating demand, no sense of the demon taking its toll on the warlock, and no risk of not being able to pay the debt.
I have actually test played the warlock a lot since getting my mythic version. Her main drawbacks come from the fact she's based on the wizard. She's squishy & has limited growth options. On the plus side she starts out with near end game stats. The wand may have attack 2 listed but if your doing your job right you will rarely get tagged by enemies & almost always have demonform up so your really a ranged attack 3 out the gate. Your matching most players who have purchased the crossbow. Something that makes me like the new red gargoyle miniature is the fact that the Warlock will normally regain the demonform spell while still being buffed with Demonform. With my backer version, I would often place the demonform spell on top of my warlock card to remind me she has been buffed with the spell instead of in the discard pile but when she regains the spell I would often tap the card sideways on top of the warlock to remond me that it also exists in my hand on top of buffing her at the same time. The new gargoyle miniature eliminates the need to come up with these little reminders as swapping the figure acts as the reminder itself.
Oh, you let a kill while in demonform reset the demonform spell for additional use? I don't think that can be the intent, surely? The spell only ends when you take damage, so I would have to rule that while the spell is in use, it's in use and cannot be reset. You would only be able to reset it if you killed something while in your halfling form after the spell ends. A hero starting with a strength 3 ranged attack is crazy. There really is nowhere for her to go from there. And the fact you are going to play so much of the game in demonform is one of the things I really don't care for about the character.
@@AlwaysBoardNeverBoring My interpretation is based off how I read the backer version of the demonform card (I herd the newer retail version has slightly updated wording & it might be interesting to compare the written text) Quote "The warlock ignores pit traps and may roll 1 extra combat for each time they attack, until the spell is broken. The spell is broken when the hero suffers 1 Body Point of damage. Regain this spell when you reduce a monster's Body Points to 0." On my version, the conditions to regain the demonform spell states that you only have to reduce a monster's Body Points to 0 as the only condition to regain the spell from the discard pile. It says nothing about the spell being unbroken preventing you from getting it back. From my experience, either interpretation should effect you little as you should stay in the back & rarely take damage (kind of like a hunter in WOW). Generally when the spell is broken, you have either allowed it to conserve dark wings (the enemy is weak) or the party is in real trouble & your on the run. Often when I'm on the run for my life, I don't want to stop long enough to recast demonform on myself because I'd rather use that turn to keep attacking for 2 & make the serious threat to my Warlocks life dead NOW.
@@AlwaysBoardNeverBoring I think CZcams eated my post. Sometimes, that happens & I have to rewrite it. Basically, what I was saying is that my backer version of the card states " Regain this spell when you reduce a monster's Body Points to 0." & says nothing about the spell being unbroken preventing you from getting the spell back from the discard pile. This wording may of been changed in the retail version From my experience, your interpretation or mine should effect you little in actual game play. Generally when my Warlocks spell is actually broken, I either allowed it to preserve dark wings (the enemy is weak) or I'm in real trouble. Real trouble as in the parties tank is dead & your warlock is on the run. Generally when your running from a threat as a warlock, you won't want to stop & lose 1 full attack on a turn just to recast demonform on yourself. You need that threat dead NOW & when you do that, you just happened to reduce that enemy's BP to 0 again anyway.
I'm glad you enjoy the playthroughs. I would love to do more, but it's finding the time around everything else (playthroughs are the most time-consuming content I do). However, I do have plans to do more, I just can't guarantee when it will be at the moment.
I guess Id have her use Demonform to turn into an actual Gargoyle, stats and all. It seems off to me to turn into a hulking Demon to buff ranged damage and still be a little 4 Bodypoint, 3 attack dice in melee Whimp. Id rather have her dark wings spell reset when she kills an enemy and have her keep the Demonform for one spectacular use rather than it be her default form, simply adding 1 attack to her and reverting back when hit
That's a fun idea. Regaining dark wings would be cool, as that is a really interesting ability. If you could keep regaining it, I wonder if you might have to add a test to see if the escape is successful when you use it, just to stop the warlock from becoming a real pest to deal with.
The rules for demonform are you roll one extra dice when you attack. You still use your items as normal in demon form, which means you can use the wand to attack at range. There is also no restriction on casting spells.
I know you're mostly board game focused, but there is one big curiosity I have that popped into my head recently. That being the Digital Versions of HeroQuest. Specifically the versions for PC/DOS, Amiga, Amstrad, Atari ST, and the recently rediscovered prototype for NES. You got any opinions on them?
Back in the day, I had a Spectrum computer, and of course I had the HeroQuest game for it. It had a pretty amazing score for a Spectrum game, with really good-looking art assets. It was also very faithful to the board game. By the time I got a PC, I was playing games on consoles, and I've never bothered to revisit the game as an adult other than watching a few CZcams videos about it.
Thank you for the video, answered a lot of open questions! Where did you get the information, that the Warlock can only use the same stuff as thw Wizzard? We bought the expansion but no Warlock rules came with it.
@@Falafelpapst No need to feel stupid. They sort of bury the rules in some flavour text on the back of the card. This is the same with all of the expansion characters, so if you get any more (knight, druid, monk) make sure to check the backs!
For me, the three characters of the hasslab campaign feel improvised, made with little love (especially the druid). This is without a doubt the best... But it's not my favorite either... (Well, Mentor is a bit... disappointing. He could have had a unique spell instead of being a proxy for the traditional wizard, but I like the miniature a lot). Luckily I haven't felt that the characters that came out later are badly designed.
I really like the rogue heir and the knight. It feels like they benefitted either from (a) more time, or (b) being created by the design team rather than being outsourced to other creators. That Mentor miniature is lovely!
How about this: you can only transform into demon if you have enemies in sight. If you don’t attack, case a spell or have an enemy in sight, you turn back OR lose a mind point (to keep the demon channelled although the demon got bored because he can’t hack into stuff). I would also say the demon gets no additional die for ranged attack but for melee at least the same amount of attack dice like the target has defense dice. This would specialize the warlock a bit more into a “boss killer”, especially against mummies and chaos knights. That you lose an action the moment you see an enemy to transform is fair to me: if you encounter some gobbos you simply stays hafling and shoot on range, if a tougher monster pops up you better transform. An alternative would be: demon form gives no bonus for ranged and only one bonus for melee, but for every kill you get one more attack die. The demon power himself up through the lifes it took.
Actually, that's a fair point that making the transformation cost your action would prevent you from using the ability for every little fight, and you would end up only using the demon when there is a prolonged conversation. Maybe the demon could have some kind of ability where, when you kill something, you can choose to lose a mind point, and when you do your attacks get an additional boost until you turn back to a halfling.
How about the demon is berserk and attacks the nearest mini to them,friend or foe. And the only way to stop it is to inflict a point of damage. Thus,the warlock takes a point of damage,by necessity,every time the demon is summoned and there's always a risk of getting hit by the crazed demon.
I do like the idea of making the demon more dangerous and uncontrollable, if it could be implemented in a way that doesn't bog the game down or shift the focus of the game too much onto "dealing with" one character all the time.
Currently painting Mt Warlock and demon and have a question about the spells. I'm assuming the only repeatable spell would be the demonform one? Doesn't really make it clear if you ask me
Spells in HeroQuest are one use unless you have a way to recover them. So, only demonform will come back unless you have a potion or item to recover your other spells.
Hey guys I have a serious question, because it seems I can't find any answer everywere I look , can warlock class use the same magic spells as the wizard and the elf have, you know the ones of Earth, Wind, Water and Fire? Also your attacks in Demonform remain ranged? Or they become melee once you shift?
The warlock gets her powers from her demon patron. She can't take the elemental spells, and if she did she would be a much weaker character. She can still use elemental spell scrolls the same as any other heroes, though. The demonform gives +1 to your attacks. You still use whatever weapon you have equipped, which will almost certainly be the wand that allows for melee or ranged attacks.
You are correct. While it looks like most of the content from the crowdfunding campaign has been taken down, I did find a page with all the guest designers. I've pinned it in the comments.
I feel gaining +1 Attack is a poor bonus for becoming a Demon. It should be more of a tougher opponent, but at the same time the Warlock should have to control the rage each turn if a Hero is closer or same distance. Failure would have Zargon take over for a turn. Tie this also to the loss of Mind point and inability to search and it becomes more a last option to become a Demon.
Agreed. I think it's a cool concept that wasn't taken quite far enough. It hasn't had the the kind of thought put into it that the Wandering Monk has. And the gargoyle mini is too big and scary for the buff it grants.
I think the easiest solution would be to create a monster card for the demon. I'm planning on letting my little girl run the character, as she's Halfling size, but it needs to be more interesting.@@AlwaysBoardNeverBoring
Maybe the warlock would have fitted better in the original European version of the game. There was space for a lot more intra-party tension, and reacting to someone with demonic powers would have been better represented in the game.
Yes. The original had a lot more competition between heroes, and a selfish character out for themselves who uses nefarious powers to get what they want probably fits better in that context.
I like the concept but agree the execution is a bit lame. There’s no risk-reward? I would imagine having to kill x amount of villains to be allowed to roll and see if you transform would be better and more situational. With it getting harder to change each time. This way you can try to change when needed once the kill ratio is met but the more you use it the less likely it is to go off. You could also have more kills as the warlock banking up so that when transformed it is more powerful. Might need a chart but would still be fairly simple.
Yes, it's a fun idea, but it just doesn't quite work for me. I appreciate they were trying to keep it as streamlined and straightforward as possible, but there is something off about the design that makes me not like it as much as I could.
You can attack anything you can see with the wand - line of sight rules are in the core rules. Lots of people assume the demon form loses any ranged ability, but that's not the case. Even in demon form you still have all your equipment, you just get +1 attack dice, so if you are armed with the wand the demon still gets to attack at range.
@AlwaysBoardNeverBoring with all spells you only get them once, unless you can regain it back? Since the Warlock starts with a wand you get the bonus with that weapon? Is that true with all starting weapons for all classes? Bc it doesn't make sense that you can spend gold to buy a wand later. Is it the upgrade you're buying? Thanks so much for your help
Spells are one use, unless you have a way to regain them. For example, the warlock can regain demon form by killing an enemy, the druid can regain shapeshift by restoring their body points to maximum. I'm afraid I'm not sure what you mean about the wand, bonuses and upgrades. The wand is the warlock's starting item. If they were to lose it in some way they could buy a replacement at the gold price listed on the card.
@AlwaysBoardNeverBoring The wand grants extra attack dice. Why buy it for 125 gold? Right? 😂 just wondering if that is true for the cards for every starting weapon for all classes. Sorry about that😂 love the videos.
Weapons don't grant "extra" attack dice, they let you attack with the number of dice printed on the card. The wand says it gives you 2 attack dice against any monster you can see. So, if you attack with the wand, you roll 2 dice. If you use the wand while in demon form, you roll 3, because demon form gives you one extra attack dice. The warlock doesn't need to buy the wand. She starts with it. The price is included on the card in case you lose it, or to future proof the game in case another character in the future is allowed to use a wand. Note that the attack value of a character's starting weapon is also reflected on their character cards (so, the Warlock's character cards says 2 attack dice). A hero attacking unarmed rolls just 1 attack dice.
The mind point cost seems the most elegant but the demon unleashed if the warlock dies amps up the distrust the rest of the heroes should/would have for the warlock
When I played the rogue heir, my friend who played the barbarian took an instant dislike to him. What ensued was a series of adventures where, quite naturally, an animosity between the characters (not the players) developed. That barbarian was not going to help that noble twerp under any circumstances. Considering that, I don't think my group would even allow the warlock through the door! But yes, I totally agree that there should be some level of distrust involved when a character is carrying a demon with them. Some kind of mechanism leaning into that could be really fun.
@@AlwaysBoardNeverBoring I’m not a fan of the Druid/bard/warlock but I assume they were created to appeal to a younger generation. My father’s definition of a hero is much different than my granddaughter’s
I do know where you're coming from. The four original heroes will always have a special place in my heart. But... I think the rogue heir and the knight are great. I do think the knight kicks the barbarian to the curb (and I love that big, muscly lug), and the rogue heir is pretty interesting with their varied skills and ranged attacks. The three Mythic heroes don't really appeal to me in the same way, but then, not everything is going to, is it? I don't have the wandering monk yet, but that character looks very interesting, not to mention far more complicated than what we normally get in HeroQuest.
That's a fun idea, but I think it does change the concept of the character - a halfling who is host to a demonic entity that grants her power. I don't think her other spells make as much sense if the demon is outside of her body. A summoner would be a great character though! You could give them different creatures they could bring to the table to serve as allies.
The Warhammer Quest Silver Tower character pack had a necromancer that could have a couple of skeletons shambling around with him. That would be fun in HeroQuest - just to be able to raise a skeleton thrall to hang out with you. Not sure what the other heroes would make of a necromancer companion, though! Maybe there could be an anti-hero team.
I see some people online complaining that she doesn't fit HeroQuest (saying this or that novelty doesn't fit HeroQuest seems to be a trend among purists) because she is not a heroic character. After all, her power is demonic in nature. Well... Ghost Rider and Spawn are 2 well know examples of characters that use the powers of hell (whose patrons were Mephisto and Malebolgia, respectively) to do good thing. Whether you call these characters heroes or anti-heroes, at the end of the day, they are fighting the evil. Her back story can be cooked and flavored as the player wishes, but she can be totally heroic.
For me, it comes down to how the character is constructed and depicted. She is smiling gleefully in her art, she is casting dread magic which we are repeatedly told will ruin you, she doesn't have any team-based skills really, and the way her ability works she actively wants to kill things to summon the demon straight back whenever she loses it. Indeed, she would like to remain in the demon form as much as possible. There is no sense of cost or consequence. I don't see a problem with a tormented hero who can lean into dark powers to do good, but I don't think it should feel like the warlock wants to be the demon all the time, and that her true form has no inherent benefit of its own. For me the issue is neither the halfling nor the warlock, but instead the way in which the designer chose to use them. And of course, it was a choice by the designer. They did what they wanted to do with the character class, so there's nothing I'm saying here that you can point at and call a flaw. The class will work for a lot of players, and I admit myself it's by far the best of the three Mythic Tier heroes. But it doesn't really work for me personally, because I don't feel like I should be constantly trying to adopt and maintain the demonic form.
@@AlwaysBoardNeverBoring While I understand your points, I still believe it's just a matter of how you reflavor things. These are some examples: Her smile can be seen as just a cocky behavior with a glympse of her dark powers. Dread magic usually is obtained by wizards who study the forces of dread; their mind and soul are corrupted as they dive deeper into the dark lore of the dread. The Warlock, however, uses the dread magic not by diving into these secret knowledge, but because these are Innate Abilities that were planted into her like a seed. She had a shortcut to that power. And while the player may be in a murderhobo mindset, looking for monsters to slay (not less bloodthirsty than the Barbarian player), it doesn't mean that the character has that mindset. She uses her Demon Form spell to assume an unnatural form (similar to the Druid's Shapeshifting, but from a different power source) that bolster her combat abilities, but the shock provoked by an injury breaks her spell concentration (similar to what happens to concentration spells in d&d 5e). So in order to be able to recast that spell in the same day, she must to absorb a small fraction of the life force of the creatures that she slays, like an oil droplet required to reignite a flame. Otherwise, she is just there to fulfill the mission, fighting as a small magical artillerist. These are just some quick examples of possible explanations of how this character fights evil using evil powers. An official explanation should be given in her expansion pack, but since the character and the expansion emerged as stretch goals bonus from the crowdfunding, designed by different people (IIRC) and then glued together in this retail format, it's not a surprise that the details are left in blank. Still, a player with enough creativity (and perhaps a little bit of inspiration from d&d) can find a justification.
If reading dread magic can corrupt you, having a demon in your hand that taps into dread magic seems like a fast track to trouble to me. Ultimately, even with whatever justification you give it, the rules for the character just don't reflect how I would like the character to work. I just don't feel like you should be playing as much of the game as possible as the demon, and then seeing your return to halfling form as a punishment. For me, this character should be a halfling throwing around dangerous powers gifted from an evil force, who occasionally transforms into a beast in dire circumstances (or even when those powers become too much for her to contain). That, to me, would be a much more interesting and nuanced build, and I do think with any kind of anti-hero or tormented hero, a little more nuance goes a long way, even in a game like HeroQuest where the aim should always be to keep things tight and streamlined.
It doesnt need nerfing!! It only has a three dice attack in Demon form, so its hardly a game breaker is it? Its actually weak in comparison to other Heros as it cant get any other better weapons and cant get any different spells. No healing spells either, so relies on other spell casters to heal it. Its like a halfway house between Wizard and Barbarian, a few spells, and a ranged bwodesode!! She is basically used as a ranger, searching for traps, the ability to avoid pits is key here, and picking off monsters from range. I use a different mini for deamon form, a succubus. That giant Gargoyle figure implies it is much stronger than it is.
A three dice attack that works in close combat or at range is pretty much as good as it gets, and she has it from the very start. But, as I said in the video, she caps out quickly and will become quite mundane. My biggest issue isn't about strength, but that the design feels backwards. I think if you change the demonform so you can activate it whenever you want but it costs a mind point (or has some other cost), that's not a nerf as such, it's just adjusting how you access that side of the power. It feels wrong to me that you will play so frequently as the demon, and the halfling form feels like a punishment that you want to get out of as soon as possible. I agree the gargoyle miniature is a bit at odds with a +1 attack buff.
@@AlwaysBoardNeverBoring There shouldn't be any cost for constant changing into D from. The cost is there already. You can only ever buy two pieces of equipment, bracers and w cloak, so you will never get better weapons or any more interesting spells. That's punishment enough. She is limited to Wizards equipment, but doesn't have Wizards spells, and limited to always using a ranged broadsword but can't ever buy anything else. She is capped out after a couple of quests. I use her a lot, and spend her money on healing potions and attack buffing potions. And imagine courage on the warlock! Ranged attacks of 5 dice in a room full of monsters!! Strangely enough, I always have good luck with her 4 defense dice. Maybe her dark power is affecting the die rolls!!!!
Maybe only let her cast spells while in halfling form. There is the cost of the demon form. I personally think she should get a +1 on defense as well when in demon form, that would see some effect of her huge size. More on line with Druids alternative form.
@@giladpellaeon2223 So when I say cost, what I mean is there is nothing really interesting to me here, so I would be looking for something to add decisions. As you say, there isn’t really anywhere for the warlock to go, she is a straight line. She spends as much time in demon form as possible throwing out strength 3 attacks at range so she never really needs anything else. What I was proposing is it costs a mind point to change, and you stay in demon form until you don’t attack or cast a spell. This makes demon form changes finite, adds a risk - transform too many times and you may go into shock - and adds some resource management as the warlock looks for mind-boosting items. But at the same time, that change has perks the current system doesn’t have. You would be able to maintain demon form even after taking damage - you only lose it when you don’t attack - so you wouldn’t lose demon form when you need it most, and you wouldn’t be forced to kill something as true Halfling to recover the spell. To me, it’s more about being the demon at the right time, not all the time. Hopefully I’ve explained myself clearly there
@@AlwaysBoardNeverBoring Yes, I understand. Similar to the workings of the Monk, when I eventually get it. You have to think ahead and plan you abilities or skills, so Warlock would need to think about when to use it. I see your point, because as it stands, you hardly ever use the default miniature in the game, only at the start, because as I said, she hardly ever gets damaged. I can't wait to get the monk and play test it.
I generally like your videos but is moralizing over good versus evil is a very subjective matter of taste and somewhat tiresome. Additionally you running down elements of the game such as the orc Bard for subjective reasons is very off-putting.
I've always given my opinions in my videos. I will continue to do so. Was it off-putting when I praised the rogue heir character because I really liked it? People won't like all of my opinions, and won't agree with all of them, but the intention is to share my personal thoughts and promote conversation. If you want an objective video where someone reads the character stats and the three ability cards and then signs off, that's not my channel.
@@AlwaysBoardNeverBoring no it is not off-putting for you to give your opinion. It is just off-putting when you state things in such a way that it seems you are trying to make your opinion into an objective fact. It doesn't help when you do it in a petulant spiteful manner like in this video. I just suggest that in the future you try to phrase things in a better way.
Nobody tells me to phrase things differently when I'm praising something. The throwaway line about the orc bard in this video is a joke because everybody who watches my channel knows I don't like him - that's why I said "the less said about him the better." I'm not going to change the way I have run this channel for years. I'm not going to change the way I present my opinions. I'm sorry you don't like something I said.
I managed to find a page on the Hasbro website about all the guest designers from the crowdfunding campaign, where it also does confirm the warlock is (as everybody is saying) a halfling: hasbropulse.com/pages/heroquest-guest-designers
If the figure wasn't red plastic, the other heroes would wail on the warlock and search the room for treasure when she goes down.
Ha. That's true. I didn't mention it in the video, but look how manic and happy she is in her artwork as demonic flames burst out of her corrupted hand.
She's a Halfling. They stated it in an article they put out during the crowdfund.
I was pretty sure she was a halfling, but I couldn't find any reference to it anywhere. Thanks for clarifying.
@@AlwaysBoardNeverBoring
I actually went looking for the article to share it just now but I wonder if Hasbro took it down as I can't seem to find it. It was on the original crowdfund page back when the Warlock was first unveiled.
I remember reading playtesting articles about the new heroes during the campaign, but they took them down at some point - I have dead links on file. I did find a copy-paste of an article about the warlock on yeoldeinn from when the campaign was live, but it didn't mention halfling there either. Regardless, halfling felt like the most likely option to me, so I'm not surprised it was mentioned somewhere.
I think one simple thematic fix is to just have it so that you have to kill for the first transformation too... that would at least make it so you would need to be inside the first combat to transform or wait till it was after. You'd also have to make sure your teammates didn't score the kill. It could combine with one of your ideas like a penalty or a countdown on the mode
if you don't do damage on subsequent turns.
So, the demon would be almost getting stronger with each kill? That's a fun idea.
I am a huge fan of tying the demon transformation to the mind point. If you can only transform into the demon a limited number of times, because you cannot go below one point it means you need to be more strategic about when you turn into the demon. Add the conditions that the demon must make an attack on its turn, otherwise reverting back to the Block kids a wonderful different to how you play as the demon versus how you play as the warlock. I’m definitely going to try this out at our table!
That's what I was thinking. At the moment, you just want to be the demon all the time. You are just a better version of the halfling while in demon form. By limiting the uses of the transformation you create decision points, and I think decision points are where a game really comes to life.
@@AlwaysBoardNeverBoring another point I never thought of until your video is giving the demon three attack for ranged. For some reason, my brain defaulted that to a three dice melee attack only. Your version seems a lot more powerful lol.
Yea, the wording for the demon is you add one dice to your attack. There is nothing about not being able to use items anymore, so that bonus goes on top of whatever else you use.
Sounds like you could do a video just on fixes for the warlock. Maybe take suggestions that make the most sense from the comments and BGG (if there are any)? Please consider it.
There have been some great suggestions in the comments. What are your thoughts on the warlock (if you have tried them, yet)?
I haven't tried the warlock out yet; I actually haven't purchased the last three expansions. I'm waiting for prices to come down, and I still need to paint Mage of the Mirror. Anyway, I think the warlock ought to sacrifice something in order to transform, like a mind point. Or, at least, meet some sort of condition first, like defeating a certain number of enemies (no more than 2 or 3) as the halfling. As is, it doesn't quite align thematically. @AlwaysBoardNeverBoring
Oh, I like that. A "demon counter" sounds quite fun. Each time you kill something, the demon feeds on the death and gets stronger. After accumulating a certain amount of kills, the demon bursts out.
Interesting game writing challenge clean and elegant yet still diverse. And holy cow look how many comments you get now ABNB. Well done!
Thanks. I'm loving this comment section. It's really interesting to hear what other people think about the warlock.
Interesting the difference in the Retail packaging. If memory serves correctly, in the Mythic tier release, the gargoyle and alternate pose were the same color plastic as the Dread Warriors, so I never realized that there was a second model for the Warlock. To address this, I went on HeroForge and created a one off halfing in demon form that still looked like a halfling, but had demonic wings, claws, horns, etc. and then painted both models similarly so that it is clear which is which. my group of players have enjoyed including the Warlock and Bard as alternates to the Elf and Wizard in their party, its a bit more challenging with the lack of heal spells, but its made health potions all that more important. We see the Warlock as a glass cannon, which the party will usually utilize to get the killing blow if possible, but stay out of melee normally. We havent explored alternative rules yet with the warlock, but it would be fun to explore a bit more. Thanks for the ideas and a great video!
It's my understanding that they never really intended the alternative gargoyle to be the demon form (during the crowdfunding campaign). You actually get two gargoyles in the Prophecy of Telor retail pack - one in the translucent orange for an enemy and one in red to be the demon. There is also another one of these gargoyles in Spirit Queen's Torment. So, all told you get one of the original sculpt, two of the alt sculpt in translucent plastic (one orange, one blue), and one in red.
I think the warlock as-is can be fun - you are a big demon throwing powerful ranged attacks around - but it didn't quite gel with me on a thematic level. I'm glad you found some of the ideas in the video interesting. Viewers have been leaving loads of other cool ideas in the comments if you ever do decide you might want to tinker with what your demon can do.
Having cut my teeth on board games and RPGs in the decade of Funions and Mountain Dew, I have an empathetic appreciation for the insane-rage-magical-demonic-vengeance character mechsnism and, quite honestly, were I a tiny barmaid literally swimming in a 1 inch base, I think I would be perfectly fine selling my soul for some dungeon raiding downtime.
"Bring us some ales, halfling wench!"
"Um, Bob? Don't talk to Ethel that way."
"Oh?!! And just why the HELL not?!"
"Funny you should put it that way, Bob."
Ha. Fair enough. It feels a little at odds to HeroQuest for me, though. Maybe it's because 10-year-old 1989 barbarian me would never dream of doing anything less than heroic.
@@AlwaysBoardNeverBoring Understandable. I've also thought that, in lieu of an opposing sex for the Warlock, there should be an opposing Hero - like a Paladin or Holy Warrior with an Angelic Form. No need to stick to the male-female toggle for every Hero. Another penalty could be that you can't play them together.
Hilarious 🤣
I remember seeing the Warlock at the Hasbro Pules fundraiser page. It was clearly stated that the character belongs to a staffer, and how she likes to play a harmless-looking little-person who can transform into a big, scary monster. That concept I do like. Although, I was annoyed as the bonus Hero was clearly a vary 5e-looking character type. I was hoping that Hasbro would allow for HQ to be its own thing, divorced from even its Warhammer roots, and not become an extension to the overall D&D brand. Oh well...
Yeah, I do agree with you about this Hero being able to use Dread magic, and effortlessly control her literal inner-demon, without succumbing to the vary evil that overtook more powerful wizards then her. I do like your suggestions. While the "Bearer's Burden" rule from the Quest Book is a good start, that rule is too taxing to health and healing resources. If anything, it should be about not loosing control in Demon Form akin to being subject to a Command spell. That is, take Demon Form at-will, but you have to resist becoming an enemy on each turn (also taxing on the flow of play). With Demon Form freed-up as a Skill card, she could have access to stronger Dread spells like Firestorm, Lightning Bolt and Cloud of Dread. Although, if she does turns bad, she'll have to have her wand and spells locked so she cant over-power the players. So many things to consider with this one Anti-Hero.
I remembered reading something like that during the campaign, but it looks like the articles from the campaign have been taken down as I couldn't find them. I did manage to find the page on the Hasbro site about all the guest designers (I pinned it in the comments) and this one was designed by Shauna Nakasone who is an artist who I believe works with Wizards of the Coast, so that would explain where that element is coming from.
Thanks for sharing your interesting ideas. I do like the idea of having some kind of threat or danger involved, but as you say, it's difficult to implement something like that without slowing down gameplay, or doing something that could quickly become tiresome like constantly taking control of the hero away from the player. Giving the demon some more powerful dread magic that costs something to use could also be fun.
@@AlwaysBoardNeverBoring By the way, it feels like there is a Mandela-effect going on with the Warlock, 'cause I recall she was a Gnome, while others recall she was a Halfling. I find that rather funny.
When I was searching around for confirmation, I even saw a few places referring to her as the halfling gnome.
I agree that the Warlock will feel strong at the start, and then wane fairly quickly. Demonform is basically giving the character a broadsword and a crossbow as starting equipment. That's strong early on, but about halfway through the campaign every other hero will have equipment that's better. When you also factor in that it only takes one damage to take away 1 attack dice, then the character scales poorly.
An interesting take on the character would be to force her into Demonform at the start of combat. Turning into Demonform restores the Fear or Dark Wings spell. We change these spells so they only work in Demonform. Demonform gets reduced to melee only. Upon reducing a monster's Body Points to 0, the character reverts to halfling form. And, if Fear is too strong with this change, then it goes away upon changing back into the halfling.
What does this do? It forces the Warlock into melee combat where her defenses are weak. But, gives her a way to mitigate that one time. Getting stuck in Demonform, because she was unable to kill an enemy, will make the next encounter harder for her, because she's probably burned through her defensive spells.
This makes her more of a glass cannon than simply a character starting with some good equipment. She'll still have the wand for ranged attacks once back in halfling form.
Then, I think the flip-side is that she needs 2-3 spells that do something while in halfling form that cannot be accessed when a demon. These spells would be once per scenario.
Call Upon the Blood
This spell may only be cast upon yourself. You lessen your hold upon the demon and release it back into the world at a small cost to yourself. Lose 1 body point, turn into Demonform. Add +1 Attack Dice. Discard Call Upon the Blood upon losing Demonform.
Why? Because, being able to one-time call upon the power of the demon makes more sense than constantly staying as one. It's also not a power to be trifled with, thus the loss of a body point. It's also like a mini-courage.
Shadows of the Demon
This spell may be cast on any one hero. The target becomes shrouded in shadows. When this hero defends, both the white shield and the black shield count as defense for this hero. At the start of each round, the hero can choose to discard the spell. Otherwise, the hero rolls a d6. On the roll of a 6, the hero loses 1 mind point. If the hero is ever reduced to 1 mind point (or less), discard this spell.
Let's make those mind points have a point. So, we can throw this on the Barbarian or Dwarf who will likely be tanking the most hits, but the spell won't stay on them long. Elf or Warlock are decent candidates, plus it works well as a selfish spell (which seems like the proper flavor for a Warlock) where she puts on this buff to improve survivability while a demon.
Gripped by Darkness
The spell may be cast on any one monster. The Warlock doubles over in pain sending wispy, magical tendrils at her enemies. It will inflict 2 Body Points of damage. The Monster then rolls two red dice. For each 5 or 6 rolled the damage is reduced by 1 point. The Warlock may repeat this effect by losing 1 Body Point. A different enemy may be targeted per Body Point lost in this way.
So, baseline it's just Ball of Flame. It's a spells that's OK early, and is crappy later. But, it's more interesting when it can have a little AoE at the cost of some life points. Ball of Flame is the equivalent of a 2 dice attack. The automatic hit is offset by the increased chance to defend. We could make it so the Warlock has to survive to use the spell (so no ending on 0 HP), and probably add in a rule that potions can't be guzzled mid-casting. which means starting off if the Warlock spends 3 life it's 8 attack dice. We could bring this more into line with Genie at 6 attack dice by making it always take 1 Body Point. But, in order to keep her from being on Death's Door, she needs a heal. It makes it so the spell is only useful when spending at least 2 Body Points though, which might be too big of an ask for how fragile this character actually is.
Maybe the Warlock is still a bit OP to start. She'd end up being a glass cannon that needs to get into the fray. She can't simply hide in a doorway shooting her crossbow. But, her kit helps balance out the danger she puts herself in.
But, balancing aside, what artifacts play into this character...
Talisman of Lore becomes a banging artifact. Warlock loves to buff the Barbarian with this combo. That's pretty cool. Alternatively, it makes it a buff she can probably put up early to increase survivability. Sky Orb helps anyone, and if you give the Barbarian all the mind point stuff (including Amulet of the North) then he becomes the tankiest tank.
Arm Band of Healing is pretty great for her. Gripped by Darkness becomes less of a threat where she can burn 4 body points and come back with 2. This could even allow her to use 5 HP. The spell also isn't too crazy, because she can't take 20 potions of healing and kill every enemy in every room.
From there, she probably needs her own artifacts to keep up with the other heroes...
Tome of Demonology - By increasing her knowledge about the demon, the Warlock learns magics that better protect her. Give the Warlock +1 Defend dice. (It could even be a +2 Defend dice in Demonform.)
Soulstone Amulet - The demon gains power from the stone. When in Demonform, give the Warlock +1 Attack dice. She needs something to help from getting stuck in Demonform once dungeons fill out with tougher monsters. Let's bump the demon up to an axe.
Wand of Bolts - This wand grants you 3 Attack dice against any monster within your line of sight. (Bolts, like crossbow bolts, because that's about all this item is; but she's not hiding in the doorway looking like a demon for the 3 dice.)
She definitely doesn't really have anywhere to go from where she starts.
I had thought about this idea of her having double-sided spells with different spells on each side and you had to be in the right form to cast them, and then they would flip over so you would have to use them in your other form to flip them back. Your suggestion has some similarities in that you have a character with two sets of skills dependent on her form, but you have put a lot more thought into it than I did!
There certainly are lots of interesting places you could take the character. I do feel it's a shame Avalon Hill didn't do more with this class, as it has the potential to be one of the most interesting in the game.
The Warlock has a wand and yet, there's another wand that has 2 die. Does this mean her attack with the new wand 4 die?
@@grahamscosier9691 You can only use one weapon at a time. If you attack with her wand starting item you roll two dice, if you switch to something different then you roll the dice for that instead. And to be clear, the wand card that comes with the expansion is her starting weapon and is factored into the combat stats on her character card. You don’t add the wand attack dice to the attack stat on the character card.
@@AlwaysBoardNeverBoring Many thanks for clearing this up.
Here is my fix. Transforming to demon has a negative effect. She rolls a movement die and has to get a number that is equal or lower than her mind points. If she fails, Zargon gets to control her and she ends up attacking the other heroes. When injured, there is another negative effect, balanced by a positive effect. When she reverts to her halfling form she loses 1 mind point as you suggested. Second, if Zargon controls her, she regains control. The second is obviously the result of the heroes having to hurt her. I also add an optional gain when she kills a monster. She can optionally gain a mind point instead of charging her demon form. That lowers the times she can transform, and also offers a risk/reward mechanic.
Nice ideas. Thanks for sharing.
What about, every time you transform you lose a mind point until the next mission? That way you have to pick and choose when you transform into a demon as you can only do it a few times. Could also make the last 1 or 2 transformations tense, as you might not know what you've still got to face before the mission ends?
Would also mean you're more susceptible to magic that affects mind points.
This would represent the Warlock slowly losing her own mind/will to the Demon each time she transforms. With each transformation weakening her until she rests/sleeps.
So, it sounds like we're suggesting the same idea with the same thematic reasoning. That's comforting, as it means I'm probably not crazy!
However, I think you are going one step further and saying you wouldn't even allow her to use mind restoring potions or similar items to keep her going throughout a mission. I would have to think about that. I would probably lean slightly more towards allowing restorative measures to give her a few more transformations and to prevent shock, but also so you didn't have to track two types of mind point loss in any give quest (those from the demon, and those from other means).
I think that's just nerfing something that doesn't need to be nerfed.
I would never consider adding decisions, risk and tension a bad thing in a design, especially where it seems thematically relevant.
@@AlwaysBoardNeverBoring Sure, It's not a bad thing per se, but the way it was suggested above is just an unnecessary nerf - she is not overpowered - because It just made one of her main abilities *objectively worse in terms of gameplay mechanics.* This kind of decision only makes the character less appealing from a gamer perspective.
So either you tweak the ability in a way that it ends with a net zero result or you leave it as it is and just adapt the way how you view her. Both are feasible in my opinion.
The suggestion was to add a different type of resource management to the demonform (rather than killing enemies to restore it, you spend willpower). The same suggestion I made in the video.
I would argue that, in the early stages, the warlock is overpowered. The demonform is giving you a strength 3 ranged attack indefinitely from the very start of the game and the ability to avoid one of the most commonly occurring traps. It's so much more powerful than anything else anybody gets at that stage, and there's not really anywhere for the warlock to go from there, so there's nothing much for a player to sink their teeth into once the initial thrill of being so powerful wears off.
For me, giving players something else to think about - such as managing mind points - could add an extra layer to the game, adding decision points, and making the character feel more interesting.
I homebrewed a Warlock named her, Ami. I used tools I found online for Heroquest. I also used "Pact of the Blade" from D&D. She uses magic from the Amethyst College. And can level up to 5. Each level costs 1k Gold by level. After achieving level 1, she can summon any weapon worth 1 attack die and armor worth 1 Defense die. And 2nd level summons 2AD and 2DD and so on. But can only be armed with 1 or 2 one handed weapons or 1 two handed weapons at a time. Her Body Points are 6, Mind Points 4. I use Mind Points as Spell Slots. So can cast the same spell 4 times till she needs to regain them by resting. Which means taking no other actions except moving at half speed per spell slot.
Interesting stuff. Thanks for sharing.
Are you even playing HeroQuest, buddy?
@nerzenjaeger hi there. Yes me and my kids were playing actual Heroquest by actual rules. But you might not want to "eat the same things" every day. So we made new characters and my kids like Roblox so we played Heroquest with a "Bed Wars" theme to it. You can play how you like to your hearts content, buddy.
@@raymondtolle5883 You're right. Sounds lovely.
planning here on making the deamon a melee only critter, unable to use any equipment the character has - drop into it when cornered, otherwise stay as little critter. I mean the little one transforms magically, seems legit here and stops a starting group having a crossbow in effect, the ranges attack stays at two dice.
in effect you have a halfling Warlock, with kit _or_ a daemon, without
Interesting ideas. Thanks for sharing.
I run this game alot and let me tell you. this Warlock class is very very popular. and I kinda like it too. very cool. . Im usually not too in to these new charterers but this one reallty works for me.
I think the concept is fine. For me the design is just backwards. I'm not that surprised that some people will enjoy being a big stompy demon with range three attacks from the start, because you are going to feel awesomely powerful while your allies are struggling with one or two dice in close combat. But for me, I think they worked at the design from the wrong end, and I feel a little more nuance could have elevated this class concept to one of the best in the game.
l add my own things. l remembered Abomination from Darkest Dungeon. When it transforms in combat, it gives stress to other party members. So: as long as the halfling is in demon form, it gives to all other members -1 mind point debuff as long as it is within same corridor or room with them, or have LOS to it (like in case of doors). When demon form dies, it causes one attack against anyone who is next to it (which can be defended as normal). And daemon may gain some buff(s) or tweaks. Dying and then transforming into enemy gargoyle is a bit harsh, unless being daemon gives good benefits.
Or lose one mind point for being in demon form (and removing transformation back when getting wounded) per turn, and she can turn back at will. When not being in demon form, her mind points will be regained one per turn.
As halfling uses "spells" to herself, l feel that she should use all equipment, except those with "wizards only".
I think that demon form shouldn't be able to search for stuff.
Yes, some kind of incentive (or even necessity) to change back. It makes me chuckle the thought of that massive demon pinging enemies with a little halfling-sized wand.
Yeah I like this, Maybe make it so the Demon can't perform any other actions in a turn but attack. You could even make it so the Demon can't open doors, making it necessary to change back after most fights unless the party is going round actively accommodating for them. Still keep it a spell though so you have the tough decision of attacking with two dice turn 1, or skipping a turn to be in Demon form for turn 2.
This was what I was thinking. Demon can smash, smash and smash. But you have to be in non-demon form to do everything else.
Though I would maybe let it open doors as it actually just smashes them down. 😅
What i want to test out: make demon form an ability like you said, end if each warlock turn drop a skull counter on the card. Start of any warlock turn if the card has equal to or more skull tokens than the warlock she reverts back to normal. A second ability card collects skull tokens for damage she inflicts while normal, and when it equals or exceeds the amount on the warlock the demon form refreshes. So the more damaged she is the longer demonform lasts and easier it is to recharge, but the closer she is to defeated. Then rework her spells a little so she has a self heal and a self damage ability, both of which may refresh in some situations. Really ramp up her push your luck aspect.
Yeah, I think that cleaves close to that idea of having a punishment for using your powers. When you make a pact with demons, it should feel like a risk.
The only thing I really don't like about that "class" is the fact that we do not have a male mini. But to be honest, one can use any leftover mini or just use/print a different one. Also with the various card-maker programs, you can even make a card for that mini.
It is a bit odd that they made a point of making male and female models for some characters, and then just gave up on the idea for others.
We always use a very intense-looking male miniature for the Warlock.
Another quickfire thought... As a homebrew rule the Warlock is reduced by one mind point every time they turn into the demon to reflect them losing control of their mortal mind by drawing on Dread powers. They'll lose effectiveness at warding off spells as a result and if they use their last mind point to transform and they are forced back into original form then they go into shock. As per Dread Moon rules a character in shock rolls one movement die, one attack die and two defend dice. They can technically turn back into demonform if they survive long enough to regain it but will be significantly less of a threat. Haven't used this rule in a quest, it just occured to me while watching the vid, what do you think?
This is the pretty much the suggestion I gave in the video. Turning into the demon would cost one mind point, so it’s something you have to use with caution. I think it’s a simple but pretty effective way to create more balance in how the two forms of the character are used.
@@AlwaysBoardNeverBoring Oh balls. You did say that in the vid already. Sorry for not paying attention 😳. Although I did flesh it out with the Shock rule from RotDM... God I love HeroQuest 😁
It does seem like reverting back to the non-demon form should cost a MP, or each turn consumes 1 MP when reduced to 0 the spell ends.
I like the idea of the demon eating away at your willpower as it slowly takes control and the warlock loses her sense of self.
My house rule on this is simple: demon form only attacks in melee and cannot attack diagonally. That way the wand still has its advantages without being absurdly overpowered with the demon bonus.
I like this. Clean and simple.
It's a good idea. My big concern there would be that, after a certain point, it could make the warlock just a bit too weak. I feel like she may already max out her benefit to the team quite quickly. Plus, she was really designed to be ranged. The demon doesn't boost her defence, so forcing melee combat with it means there is a high chance of losing demonform quickly to counterattacks. That's one I will have to think about some more.
In my home brew Heroquest I changed the Demon Form spell. In Demon From your 3 Die attack is only melee (can still 2 Die range) but you use black shields to defend instead of white. On the other hand You an also fly which has special rules in my game beyond just avoiding pit traps.
Two defence and only defends on black? Don't you find the demon ends up getting a battering?
@@AlwaysBoardNeverBoring No because if you are flying, you can only be hit by ranged weapons (or spells) or long weapons like a Spear so it would have to be archer and spear variants of monsters or another flying monster. You have to land to do the 3 die melee or stay flying and shoot off the wand! You can also fly over all traps like this and even monsters. A flyer is one "square" up from ground floor and inside a pit is on "square" down from ground floor. It's a different game I run. 😁
Ah, that changes things considerably! Additional defensive bonuses for flying would certainly make up for the loss of the white shields.
In my opinion she's better than the Orc Bard a 1/2ling is a hero race whereas the Orc is supposed to be a villian I'm old school though
I totally agree. If you have seen my Spirit Queen's Torment videos you will know I am really not a fan of the orc bard, or the idea of friendly orcs.
Old school rules. The orc is a villain, and so is the warlock.
But yes, she is definitively better than the orc bard. At least I can repaint her and run her as a villain... 😉
I like the idea of light/dark magic cards. Alternating between forms needs to happen differently than designed. Maybe give her one of the groups of magic cards not being used by the elf or wizard. She starts as a warlocm halfling with these three spells. When she takes damage, the demon takes control in order to protect his host. She now has access to the current warlock spells of fear and wings. When she heals, she regains control as halfling and access to remaining normal spells.
She is strong as a starting character. She will be left behind as others progress, as you say. Finding a way to increase her access to spells would be an interesting way to keep her relevant.
Totally agree with you. There is a good idea there, but I don't think it was implemented well. A little longer baking in the oven could have created one of the most exciting heroes in the game.
Maybe you have it Backwards, it is a Demon cursed to become a Halfling ! He must kill to regain his Demon form !
It definitely feels more like that!
Losing Mind Points to change into Demon form is a nice idea.
But I think I'd prefer to lean into the mechanics for Mind Points that are introduced in the Prophecy of Telor campaign the Warlock is now packaged with.
You gain Mind Piints, and at certain Mind Point levels you gain additional Dread Spells.
And this is tracked from quest to quest.
You also take Mind tests that eventually (and inevitably) result in you falling to Dread - coming back as an enemy later on, towards the end of the campaign, as an extra obstacle to overcome.
It's then a Hero you can use to spice up a particular campaign that is otherwise pretty standard (Kellars Keep for example - your party ally with the Warlock because she holds knowledge about Grins Crag - she takes on Mentors role in the quest, describing the halls the party pass through & calling out where they might find parts of the map, or take a detour into the Mines).
In this way she doesn't need to scale better with equipment / Magic Items to allow for long term play.
She has her story, but then it ends - by her nature, she is destined to never be a true hero/champion & this demonstrates the dangers of embracing Dread magic in this way.
You could even add them in as a fifth character (NPC) who works with the party to better tell the tale, and keep the original party of heroes intact.
Just another idea I'm throwing out there.
This time, taking an approach that leans into viewing the expansions as a tool box for Evil Wizard/Zargon players to pick and choose from as they like.
Fun idea. I think the issue is that I'm not sure a lot of people would be interested in playing a hero who inevitably becomes a villain. If they are part of a team, and then at the end of the campaign they suddenly have to flip sides, then there is a chance the player isn't going to be happy with that. You would have to let them know in advance what the arc of the character would be, and then that is going to change how everyone plays the game - everyone would be less invested in helping the warlock player, and the warlock player would have to actively work against the heroes if they wanted to be in a position to fight them at the end. A way around that would be to have Zargon control the warlock as an ally, but then, you still have the situation where the heroes aren't going to invest in working with that character.
I think I prefer the approach of the warlock being an NPC. The warlock could turn up numerous times to help (under Zargon's control) but each time they would be a bit more corrupted, until the final time she becomes the main villain the heroes have to fight.
The designer of the Warlock confirmed during the crowdfundig campaign that the Warlock Hero included in the Mythic Tier box was a Halfling.
Oh sorry, now I saw your related comment, ABNB.
Yes, I eventually found the interviews with the creatives. Took a while because for some reason a lot of the articles they posted online have been removed.
I didn't hear a mention about Demon form ignoring pit traps. This can be very handy in some quests. How do most Zargons treat transformation when either a Warlock or Druid takes damage? I let the Demon and Bear forms take all damage then transform.
Yes, I do mention the demon form can avoid pit traps in the video multiple times. It's another reason why it pays to turn into the demon as quickly as possible, which feds into one of the issues I have with the character.
I don't really understand your question about damage. It doesn't matter when you apply the damage because you don't reset your health when you transform.
Something simple like she takes damage each turn she is in demon form or half gold
Cant be healed, could make it harder that it takes 1 extra kill to become demon every time she is knocked out.
Definitely feels like it needs a disadvantage
I did think about the idea of taking damage each turn you are in demon form, but I was thinking more along the lines of you take the damage if you don't kill something in your turn. But with the warlock only having four wounds I thought it might be too easy for her to die. But yes, totally agree, some kind of disadvantage feels important to the character build.
Yup! You hit the nail right on the head. The Warlock starts of very powerful early game, but she kinda peters out as the other heroes start stacking equipment on themselves. It's even worse if you are playing the Wizard and Warlock in your team together, as they will often fight over the Artifacts that only they can use.
Interesting idea, Hasbro. But a bit of a sloppy execution. My friend James, who played the Warlock for 3 whole quest books, was definetly bored towards then end. It seemed like the Warlock became a one-trick-poney with little to do in combat.
If I'm not mistaken she basically starts with the best weapon she can ever have - she is rolling 3 dice at range with the demon. I can't think of any way she can improve on that (although something may come to me once I've finished this coffee). So then she has to look at armour, and there's only one wizard's cloak available, so... yea... other than bracers, there's nowhere much for her to go.
I bet your friend James quite enjoyed being the warlock in your first few missions, because he would have been very powerful, but that does seem to slip away over time.
@@AlwaysBoardNeverBoring precisely. James started to have the most fun late game when the Wizard player couldn't make it. During those times he would "borrow" the wizards cloak.
BTW, I like the little clips you added to this video. 😅
Glad you liked the clips. It's something I've started doing every now and again. Only sparingly, though, I know that sort of thing can grate on nerves if you do it too much.
@@AlwaysBoardNeverBoring The answer to characters that run out of steam due to not gearing up is, in my opinion, to add more gear to the game that they can use. I'm a huge fan of the AXIANQUEST series of cards by Axian Spice. They do some weapons and wondrous items in their Artifact Decks which can really help bring up the power level for characters like the Warlock and Druid.
I got the Mythic tier and decided to use a 3d printed half nekid succubus mini as her demon form.
I have to say, the demonform buff (+1 attack) doesn't seem to fit the gigantic gargoyle she turns into.
I believe the demon is melee only (although baddy written card) this way if you take a hit youre a very squishy hero in a close quarters fight.
That's not what the card says. It says you throw "one additional attack die." It doesn't say you can't use any weapons. Indeed, if you aren't allowed to use weapons, then the demon is pointless, because an unarmed attack is one dice as standard, so with the demonform buff, you would still only be rolling two.
How about life tap for demon form spell? (It costs a body point in halfling form to refresh spell) so youd need to buy potions to keep it up. And take a soul from killing an enemy too. Stolen from warcraft.
I do like those sorts of ideas. Like there is a physical or mental toll on the halfling every time they let the demon take over. I went with mind points over body points, mainly because the warlock is so super squishy (even in demon form) and it seemed a bit punitive to take more of her body points when she has so few to begin with, but if there was some kind of health regen baked into the demonform (as you suggest) then that could offset that risk.
I always regarded the mythic tier heroes having good niches, just not for traditional HQ players. The game is an entry level Dungeon Crawler, that means Dad/Zargon can scratch that itch while looping in Family and Friends who never played D&D. The Warlock is very good for young players who just want to roll dice, not get hit and get bored upgrading. The Orc Bard is for your goofy friend who doesn't take it too seriously and the Druid is for your wife/girlfriend, a helpful healer who can still Momma Bear rush the baddies.
On a side note, have you created any videos talking about alternative party composition? Like swapping the Barbarian for the Knight, the Rogue for the Dwarf, or anything like that? Right now I’m playing through the main quest line with my kids, but we’re just using the standard original 4 characters because that’s what I know and I know it was balanced for the original quests. I’d love to see you do an analysis of which party makeups would work and which ones wouldn’t because of a missing component (like not enough magic, lack of trap finding, etc.).
It's not something I've done. I have said before that the knight is an easy swap for the barbarian. He doesn't start with the same degree of killing power, but he's tougher and has access to unique skills. I also think the rogue is a fair trade for the dwarf. You still have someone who can deal with traps and you gain some crowd control and range.
Maybe I will do some kind of grading once I have the wandering monk and druid as well.
How about, the next monster you kill the demon takes that monster card as stats but it can only be maintained at a cost of 1 mind point per turn. It does at least scale with the monsters as the game gets harder.
Perhaps the halfling form could recover 1 mind point per turn, reaching zero causes shock or some other stun for a turn.
What about if/when the Warlock dies in demon form, the demon takes over completely and is now basically an enemy gargoyle? And for the heroes to bring their friend the Warlock back to the living after the quest is over, they must slay the gargoyle - therefore weakening the demon who would need to bond again with the Warlock to regain its health. So basically the punishment for using demon form is that the demon turns on the party if/when she dies?
The gargoyle would then either choose to stay and fight the heroes OR try to leave the map by getting to an exit. IF the gargoyle gets away, then the Warlock is lost forever? Or maybe you can choose to revive the Warlock but then she cannot change into demon form? And maybe in future quests you can add the demon/gargoyle back to a random quest - and if slain will bond back with the Warlock once again who can now use demon form again?
Like you, I’m not a game mechanics master, but this one just popped in my head as a solution to the price of using the demon form you mentioned in the video.
As I mentioned in the video, I do like the idea that on the warlock's death the demon takes control and then it's a problem for the heroes to deal with. I was thinking of different ways to make that idea work, but I think your idea is pretty fun - suddenly having a gargoyle enemy to deal with.
I think, at the moment, it feels like there should be some kind of risk associated with making a pact with a demon. I appreciate HeroQuest is a very straightforward sort of game and I think what the designers came up with for the warlock is similarly straightforward. However, with just a bit more nuance I think they could have made what was potentially the most interesting character to date.
@@AlwaysBoardNeverBoring: I must have missed that part when you mentioned the demon form taking over if/when the warlock dies. I was multitasking when I watched/listened to your video.
Maybe if the Warlock dies in Warlock form, then the demon keeps the Warlock alive and will be resurrected next quest for free? But if dies while in demon form then the above scenario happens where Gargoyle/Demon tries to escape or take on the heroes?
That would add good risk/reward for choosing the right time to tuen into demon. Warlock would choose to stay Warlock if down to 1 or 2 body points so that the demon doesn’t become a problem for the party and the Warlock can be revived. But with max body points the Warlock would be more willing to bring out the demon and unleash it upon the monsters?
I only mentioned it briefly as something I had thought about (along with double-sided halfling/demon spell cards) before going on to talking about the idea of spending mind points to summon the demon, so probably a very easy thing to miss. But it's fun to see several people coming up with similar ideas.
I like that idea about the demon saving the warlock if she is in halfling form as a sort of self-preservation thing. Kind of like Venom saving its host.
I'll say it again, I think this idea of a possessed halfling has so much scope for fun ideas. While I am sure (I know) a lot of people will like the character as it is, at the moment it feels okay (if thematically weird) when it could have been the most badass character that players were fighting to be.
Gotta admit that I actually like HerQuest better without any of the new content Hasbro has made for it in this go 😕
Looking much more forward to the rest of the re-prints, although they're technically changed from the EU to the US ruleset - which is a huge improvement, of course 🙂
I do tend to prefer the original content, but I have liked a lot of what Avalon Hill have done. I thought the rogue heir and knight classes were really solid additions to the roster. Dread Moon was good, but didn't quite live up to its promise (which admittedly was probably me expecting too much from it). Spirit Queen's Torment has been the weakest expansion for me.
I would have made it that the halfling transformed on taking at least one body point of damage and remained transformed whilst in line of sight of a monster. Then when you transform you get a dark pact card that allows the warlock to gain one body point back when killing a monster in halfling mode. The other cards would mitigate the risk, but its a high risk, high reward strategy. Both modes would be useful and players would have to be strategic.
It's great to see so many ideas in the comments. I think in all cases finding some way to balance the two sides of her personality, and make both useful in some way, would make the difference.
Here are a couple of thought to deter overusing the Demon Form.
Option 1) each time the Warlock casts Demon Form, make a will check (roll dice equal to the number of starting mind points). If she rolls two or more black shields, the Warlock has lost her battle with dread magic, and Zargon takes control of the character until it takes damage and is shifted back to the Halfling Form.
Option 2) the Warlock and Zargon have a battle of wills (# of dice = starting mind points). Count up the skulls. If Zargon wins, he gains control of the Demon until it takes damage and resumes the Halfling form.
Then add in what you recommended, if the Warlock dies, then the demon wins out, and must be defeated.
That sounds fun. People are coming up with some really inventive ways to make the demon feel like a potential threat - something to use with caution and to always be wary of. And for me, I think that's what using the warlock should feel like. It's possible you would need to buff the demon form slightly to offset the added danger - someone suggested maybe giving the demon access to some dread spells the warlock doesn't get.
I would say that you can only remain in shapeshifted form until you kill the first enemy, when you revert to your normal guise and can't recast the spell the following turn.
I definitely feel like the halfling should be the default form - the form you most frequently use - with the demon being the thing that comes out when it's time to bring the smackdown.
Well, what if the demon was the true character and the halfling was the transformation? Lore-wise it could be that once there was a good demon that got punished for not being as evil as the others and so the King of hell or Zargon cursed him to turn into a weak little girl that could get back (even if just temporaly) its dread powers only by doing evil deeds like killing gobbos.
Ha. The character does actually play more like that!
I would have to play the Warlock to get a true feel,but I’m thinking that in most tales a demon would require some sort of offering. An amount of gold that increases with each transformation,something like that. Interesting to see what folks come up with.
It feels like they have tried to work that idea into the design in a limited way, as you recover the demonform spell when you kill (sacrifice, I guess) an enemy. But there is no escalating demand, no sense of the demon taking its toll on the warlock, and no risk of not being able to pay the debt.
I have actually test played the warlock a lot since getting my mythic version. Her main drawbacks come from the fact she's based on the wizard. She's squishy & has limited growth options.
On the plus side she starts out with near end game stats. The wand may have attack 2 listed but if your doing your job right you will rarely get tagged by enemies & almost always have demonform up so your really a ranged attack 3 out the gate. Your matching most players who have purchased the crossbow.
Something that makes me like the new red gargoyle miniature is the fact that the Warlock will normally regain the demonform spell while still being buffed with Demonform. With my backer version, I would often place the demonform spell on top of my warlock card to remind me she has been buffed with the spell instead of in the discard pile but when she regains the spell I would often tap the card sideways on top of the warlock to remond me that it also exists in my hand on top of buffing her at the same time. The new gargoyle miniature eliminates the need to come up with these little reminders as swapping the figure acts as the reminder itself.
Oh, you let a kill while in demonform reset the demonform spell for additional use? I don't think that can be the intent, surely? The spell only ends when you take damage, so I would have to rule that while the spell is in use, it's in use and cannot be reset. You would only be able to reset it if you killed something while in your halfling form after the spell ends.
A hero starting with a strength 3 ranged attack is crazy. There really is nowhere for her to go from there. And the fact you are going to play so much of the game in demonform is one of the things I really don't care for about the character.
@@AlwaysBoardNeverBoring
My interpretation is based off how I read the backer version of the demonform card (I herd the newer retail version has slightly updated wording & it might be interesting to compare the written text)
Quote
"The warlock ignores pit traps and may roll 1 extra combat for each time they attack, until the spell is broken. The spell is broken when the hero suffers 1 Body Point of damage. Regain this spell when you reduce a monster's Body Points to 0."
On my version, the conditions to regain the demonform spell states that you only have to reduce a monster's Body Points to 0 as the only condition to regain the spell from the discard pile. It says nothing about the spell being unbroken preventing you from getting it back.
From my experience, either interpretation should effect you little as you should stay in the back & rarely take damage (kind of like a hunter in WOW). Generally when the spell is broken, you have either allowed it to conserve dark wings (the enemy is weak) or the party is in real trouble & your on the run. Often when I'm on the run for my life, I don't want to stop long enough to recast demonform on myself because I'd rather use that turn to keep attacking for 2 & make the serious threat to my Warlocks life dead NOW.
@@AlwaysBoardNeverBoring
I think CZcams eated my post. Sometimes, that happens & I have to rewrite it.
Basically, what I was saying is that my backer version of the card states " Regain this spell when you reduce a monster's Body Points to 0." & says nothing about the spell being unbroken preventing you from getting the spell back from the discard pile. This wording may of been changed in the retail version
From my experience, your interpretation or mine should effect you little in actual game play. Generally when my Warlocks spell is actually broken, I either allowed it to preserve dark wings (the enemy is weak) or I'm in real trouble. Real trouble as in the parties tank is dead & your warlock is on the run. Generally when your running from a threat as a warlock, you won't want to stop & lose 1 full attack on a turn just to recast demonform on yourself. You need that threat dead NOW & when you do that, you just happened to reduce that enemy's BP to 0 again anyway.
I like the concept and agree with the concern or the criticism. I would rather go your direction with the punishment. 😎🤩👍🏻
Yes, I think a hero wrestling with demonic power is a cool concept.
@@AlwaysBoardNeverBoring unfortunately they missed a great opportunity🙈
Please do more of your solo play adventures 🙏🏻
I'm glad you enjoy the playthroughs. I would love to do more, but it's finding the time around everything else (playthroughs are the most time-consuming content I do). However, I do have plans to do more, I just can't guarantee when it will be at the moment.
I guess Id have her use Demonform to turn into an actual Gargoyle, stats and all. It seems off to me to turn into a hulking Demon to buff ranged damage and still be a little 4 Bodypoint, 3 attack dice in melee Whimp. Id rather have her dark wings spell reset when she kills an enemy and have her keep the Demonform for one spectacular use rather than it be her default form, simply adding 1 attack to her and reverting back when hit
That's a fun idea. Regaining dark wings would be cool, as that is a really interesting ability. If you could keep regaining it, I wonder if you might have to add a test to see if the escape is successful when you use it, just to stop the warlock from becoming a real pest to deal with.
i wonder what to paint the demonic form color wise
Based on the powers it grants the warlock, I'm thinking maybe it should be like a bat demon with a dark colouration.
Ah,, classic Homer. Good analysis.
Had to get Homer in there. It was too good an opportunity!
I don’t think you get to attack at range in demon form. Or that you can cast spells while in ot
The rules for demonform are you roll one extra dice when you attack. You still use your items as normal in demon form, which means you can use the wand to attack at range. There is also no restriction on casting spells.
She's great. I can't wait to pick this up.
The bard kind of sucks, though. The druid would have been a better choice.
This is a much better pack overall than Spirit Queen's Torment.
I know you're mostly board game focused, but there is one big curiosity I have that popped into my head recently. That being the Digital Versions of HeroQuest.
Specifically the versions for PC/DOS, Amiga, Amstrad, Atari ST, and the recently rediscovered prototype for NES.
You got any opinions on them?
Back in the day, I had a Spectrum computer, and of course I had the HeroQuest game for it. It had a pretty amazing score for a Spectrum game, with really good-looking art assets. It was also very faithful to the board game. By the time I got a PC, I was playing games on consoles, and I've never bothered to revisit the game as an adult other than watching a few CZcams videos about it.
Thank you for the video, answered a lot of open questions!
Where did you get the information, that the Warlock can only use the same stuff as thw Wizzard? We bought the expansion but no Warlock rules came with it.
It’s on the back of the warlock character card.
@@AlwaysBoardNeverBoring Yes! You are right! I feel stupid now, but thank you :D
@@Falafelpapst No need to feel stupid. They sort of bury the rules in some flavour text on the back of the card. This is the same with all of the expansion characters, so if you get any more (knight, druid, monk) make sure to check the backs!
For me, the three characters of the hasslab campaign feel improvised, made with little love (especially the druid). This is without a doubt the best... But it's not my favorite either...
(Well, Mentor is a bit... disappointing. He could have had a unique spell instead of being a proxy for the traditional wizard, but I like the miniature a lot).
Luckily I haven't felt that the characters that came out later are badly designed.
I really like the rogue heir and the knight. It feels like they benefitted either from (a) more time, or (b) being created by the design team rather than being outsourced to other creators.
That Mentor miniature is lovely!
How about this: you can only transform into demon if you have enemies in sight.
If you don’t attack, case a spell or have an enemy in sight, you turn back OR lose a mind point (to keep the demon channelled although the demon got bored because he can’t hack into stuff).
I would also say the demon gets no additional die for ranged attack but for melee at least the same amount of attack dice like the target has defense dice.
This would specialize the warlock a bit more into a “boss killer”, especially against mummies and chaos knights.
That you lose an action the moment you see an enemy to transform is fair to me: if you encounter some gobbos you simply stays hafling and shoot on range, if a tougher monster pops up you better transform.
An alternative would be: demon form gives no bonus for ranged and only one bonus for melee, but for every kill you get one more attack die. The demon power himself up through the lifes it took.
Actually, that's a fair point that making the transformation cost your action would prevent you from using the ability for every little fight, and you would end up only using the demon when there is a prolonged conversation. Maybe the demon could have some kind of ability where, when you kill something, you can choose to lose a mind point, and when you do your attacks get an additional boost until you turn back to a halfling.
How about the demon is berserk and attacks the nearest mini to them,friend or foe. And the only way to stop it is to inflict a point of damage. Thus,the warlock takes a point of damage,by necessity,every time the demon is summoned and there's always a risk of getting hit by the crazed demon.
I do like the idea of making the demon more dangerous and uncontrollable, if it could be implemented in a way that doesn't bog the game down or shift the focus of the game too much onto "dealing with" one character all the time.
@@AlwaysBoardNeverBoring Well,that all comes down to how willing the warlock is to play nice,don't it.
Currently painting Mt Warlock and demon and have a question about the spells. I'm assuming the only repeatable spell would be the demonform one? Doesn't really make it clear if you ask me
Spells in HeroQuest are one use unless you have a way to recover them. So, only demonform will come back unless you have a potion or item to recover your other spells.
Hey guys I have a serious question, because it seems I can't find any answer everywere I look , can warlock class use the same magic spells as the wizard and the elf have, you know the ones of Earth, Wind, Water and Fire? Also your
attacks in Demonform remain ranged? Or they become melee once you shift?
The warlock gets her powers from her demon patron. She can't take the elemental spells, and if she did she would be a much weaker character. She can still use elemental spell scrolls the same as any other heroes, though.
The demonform gives +1 to your attacks. You still use whatever weapon you have equipped, which will almost certainly be the wand that allows for melee or ranged attacks.
The original Hasbro Pulse crowdfund had interviews for the creators of the new Heroes, and I do believe that they said she was a halfling.
You are correct. While it looks like most of the content from the crowdfunding campaign has been taken down, I did find a page with all the guest designers. I've pinned it in the comments.
I feel gaining +1 Attack is a poor bonus for becoming a Demon. It should be more of a tougher opponent, but at the same time the Warlock should have to control the rage each turn if a Hero is closer or same distance. Failure would have Zargon take over for a turn. Tie this also to the loss of Mind point and inability to search and it becomes more a last option to become a Demon.
Agreed. I think it's a cool concept that wasn't taken quite far enough. It hasn't had the the kind of thought put into it that the Wandering Monk has. And the gargoyle mini is too big and scary for the buff it grants.
I think the easiest solution would be to create a monster card for the demon. I'm planning on letting my little girl run the character, as she's Halfling size, but it needs to be more interesting.@@AlwaysBoardNeverBoring
Maybe the warlock would have fitted better in the original European version of the game. There was space for a lot more intra-party tension, and reacting to someone with demonic powers would have been better represented in the game.
Yes. The original had a lot more competition between heroes, and a selfish character out for themselves who uses nefarious powers to get what they want probably fits better in that context.
I like the concept but agree the execution is a bit lame. There’s no risk-reward? I would imagine having to kill x amount of villains to be allowed to roll and see if you transform would be better and more situational. With it getting harder to change each time. This way you can try to change when needed once the kill ratio is met but the more you use it the less likely it is to go off. You could also have more kills as the warlock banking up so that when transformed it is more powerful. Might need a chart but would still be fairly simple.
Yes, it's a fun idea, but it just doesn't quite work for me. I appreciate they were trying to keep it as streamlined and straightforward as possible, but there is something off about the design that makes me not like it as much as I could.
What is the Range of the Warlock? Is it as far as they can see and not blocked by other players?
LoS? I'm guessing demonic melee? Thanks.
You can attack anything you can see with the wand - line of sight rules are in the core rules. Lots of people assume the demon form loses any ranged ability, but that's not the case. Even in demon form you still have all your equipment, you just get +1 attack dice, so if you are armed with the wand the demon still gets to attack at range.
@AlwaysBoardNeverBoring with all spells you only get them once, unless you can regain it back? Since the Warlock starts with a wand you get the bonus with that weapon? Is that true with all starting weapons for all classes? Bc it doesn't make sense that you can spend gold to buy a wand later. Is it the upgrade you're buying? Thanks so much for your help
Spells are one use, unless you have a way to regain them. For example, the warlock can regain demon form by killing an enemy, the druid can regain shapeshift by restoring their body points to maximum.
I'm afraid I'm not sure what you mean about the wand, bonuses and upgrades. The wand is the warlock's starting item. If they were to lose it in some way they could buy a replacement at the gold price listed on the card.
@AlwaysBoardNeverBoring The wand grants extra attack dice. Why buy it for 125 gold? Right? 😂 just wondering if that is true for the cards for every starting weapon for all classes. Sorry about that😂 love the videos.
Weapons don't grant "extra" attack dice, they let you attack with the number of dice printed on the card. The wand says it gives you 2 attack dice against any monster you can see. So, if you attack with the wand, you roll 2 dice. If you use the wand while in demon form, you roll 3, because demon form gives you one extra attack dice.
The warlock doesn't need to buy the wand. She starts with it. The price is included on the card in case you lose it, or to future proof the game in case another character in the future is allowed to use a wand.
Note that the attack value of a character's starting weapon is also reflected on their character cards (so, the Warlock's character cards says 2 attack dice). A hero attacking unarmed rolls just 1 attack dice.
The mind point cost seems the most elegant but the demon unleashed if the warlock dies amps up the distrust the rest of the heroes should/would have for the warlock
When I played the rogue heir, my friend who played the barbarian took an instant dislike to him. What ensued was a series of adventures where, quite naturally, an animosity between the characters (not the players) developed. That barbarian was not going to help that noble twerp under any circumstances. Considering that, I don't think my group would even allow the warlock through the door!
But yes, I totally agree that there should be some level of distrust involved when a character is carrying a demon with them. Some kind of mechanism leaning into that could be really fun.
@@AlwaysBoardNeverBoring I’m not a fan of the Druid/bard/warlock but I assume they were created to appeal to a younger generation. My father’s definition of a hero is much different than my granddaughter’s
Really the warlock is a demon that wanted to be a halfling. Must've been some hell of a deal they made with Zargon/Mentor to let them transform.
The demon is stomping around their room sulking, lamenting how everybody always thinks they are too scary.
"Pop a goblin with your wand" Wouldn't be surprised if that got you demonetized 🤣
Not sure I'd notice the difference.
against the ogre horde out march 31st
Yes, lots of online retailers have had the preorders up with expected delivery by end of March for a while now.
Maybe I'm a curmudgeon, but I don't feel any Hero belongs to Heroquest outside of the original four (and their female counterparts).
I feel like this is definitely true maybe just for the exception of the rogue and the knight.
I do know where you're coming from. The four original heroes will always have a special place in my heart. But... I think the rogue heir and the knight are great. I do think the knight kicks the barbarian to the curb (and I love that big, muscly lug), and the rogue heir is pretty interesting with their varied skills and ranged attacks. The three Mythic heroes don't really appeal to me in the same way, but then, not everything is going to, is it?
I don't have the wandering monk yet, but that character looks very interesting, not to mention far more complicated than what we normally get in HeroQuest.
Don't have the halfling turn into the demon. Just have the warlock summon the demon.
Magic users usually summon demons, not turn into them, anyway.
That's a fun idea, but I think it does change the concept of the character - a halfling who is host to a demonic entity that grants her power. I don't think her other spells make as much sense if the demon is outside of her body. A summoner would be a great character though! You could give them different creatures they could bring to the table to serve as allies.
@@AlwaysBoardNeverBoring Or a necromancer that could resurrect dead enemies to join your party.
The Warhammer Quest Silver Tower character pack had a necromancer that could have a couple of skeletons shambling around with him. That would be fun in HeroQuest - just to be able to raise a skeleton thrall to hang out with you. Not sure what the other heroes would make of a necromancer companion, though! Maybe there could be an anti-hero team.
I see some people online complaining that she doesn't fit HeroQuest (saying this or that novelty doesn't fit HeroQuest seems to be a trend among purists) because she is not a heroic character. After all, her power is demonic in nature.
Well... Ghost Rider and Spawn are 2 well know examples of characters that use the powers of hell (whose patrons were Mephisto and Malebolgia, respectively) to do good thing. Whether you call these characters heroes or anti-heroes, at the end of the day, they are fighting the evil.
Her back story can be cooked and flavored as the player wishes, but she can be totally heroic.
For me, it comes down to how the character is constructed and depicted. She is smiling gleefully in her art, she is casting dread magic which we are repeatedly told will ruin you, she doesn't have any team-based skills really, and the way her ability works she actively wants to kill things to summon the demon straight back whenever she loses it. Indeed, she would like to remain in the demon form as much as possible. There is no sense of cost or consequence.
I don't see a problem with a tormented hero who can lean into dark powers to do good, but I don't think it should feel like the warlock wants to be the demon all the time, and that her true form has no inherent benefit of its own. For me the issue is neither the halfling nor the warlock, but instead the way in which the designer chose to use them.
And of course, it was a choice by the designer. They did what they wanted to do with the character class, so there's nothing I'm saying here that you can point at and call a flaw. The class will work for a lot of players, and I admit myself it's by far the best of the three Mythic Tier heroes. But it doesn't really work for me personally, because I don't feel like I should be constantly trying to adopt and maintain the demonic form.
@@AlwaysBoardNeverBoring While I understand your points, I still believe it's just a matter of how you reflavor things. These are some examples:
Her smile can be seen as just a cocky behavior with a glympse of her dark powers.
Dread magic usually is obtained by wizards who study the forces of dread; their mind and soul are corrupted as they dive deeper into the dark lore of the dread. The Warlock, however, uses the dread magic not by diving into these secret knowledge, but because these are Innate Abilities that were planted into her like a seed. She had a shortcut to that power.
And while the player may be in a murderhobo mindset, looking for monsters to slay (not less bloodthirsty than the Barbarian player), it doesn't mean that the character has that mindset. She uses her Demon Form spell to assume an unnatural form (similar to the Druid's Shapeshifting, but from a different power source) that bolster her combat abilities, but the shock provoked by an injury breaks her spell concentration (similar to what happens to concentration spells in d&d 5e). So in order to be able to recast that spell in the same day, she must to absorb a small fraction of the life force of the creatures that she slays, like an oil droplet required to reignite a flame. Otherwise, she is just there to fulfill the mission, fighting as a small magical artillerist.
These are just some quick examples of possible explanations of how this character fights evil using evil powers. An official explanation should be given in her expansion pack, but since the character and the expansion emerged as stretch goals bonus from the crowdfunding, designed by different people (IIRC) and then glued together in this retail format, it's not a surprise that the details are left in blank. Still, a player with enough creativity (and perhaps a little bit of inspiration from d&d) can find a justification.
If reading dread magic can corrupt you, having a demon in your hand that taps into dread magic seems like a fast track to trouble to me.
Ultimately, even with whatever justification you give it, the rules for the character just don't reflect how I would like the character to work. I just don't feel like you should be playing as much of the game as possible as the demon, and then seeing your return to halfling form as a punishment. For me, this character should be a halfling throwing around dangerous powers gifted from an evil force, who occasionally transforms into a beast in dire circumstances (or even when those powers become too much for her to contain). That, to me, would be a much more interesting and nuanced build, and I do think with any kind of anti-hero or tormented hero, a little more nuance goes a long way, even in a game like HeroQuest where the aim should always be to keep things tight and streamlined.
It doesnt need nerfing!! It only has a three dice attack in Demon form, so its hardly a game breaker is it? Its actually weak in comparison to other Heros as it cant get any other better weapons and cant get any different spells. No healing spells either, so relies on other spell casters to heal it. Its like a halfway house between Wizard and Barbarian, a few spells, and a ranged bwodesode!! She is basically used as a ranger, searching for traps, the ability to avoid pits is key here, and picking off monsters from range. I use a different mini for deamon form, a succubus. That giant Gargoyle figure implies it is much stronger than it is.
A three dice attack that works in close combat or at range is pretty much as good as it gets, and she has it from the very start. But, as I said in the video, she caps out quickly and will become quite mundane. My biggest issue isn't about strength, but that the design feels backwards.
I think if you change the demonform so you can activate it whenever you want but it costs a mind point (or has some other cost), that's not a nerf as such, it's just adjusting how you access that side of the power. It feels wrong to me that you will play so frequently as the demon, and the halfling form feels like a punishment that you want to get out of as soon as possible.
I agree the gargoyle miniature is a bit at odds with a +1 attack buff.
@@AlwaysBoardNeverBoring There shouldn't be any cost for constant changing into D from. The cost is there already. You can only ever buy two pieces of equipment, bracers and w cloak, so you will never get better weapons or any more interesting spells. That's punishment enough. She is limited to Wizards equipment, but doesn't have Wizards spells, and limited to always using a ranged broadsword but can't ever buy anything else. She is capped out after a couple of quests. I use her a lot, and spend her money on healing potions and attack buffing potions. And imagine courage on the warlock! Ranged attacks of 5 dice in a room full of monsters!! Strangely enough, I always have good luck with her 4 defense dice. Maybe her dark power is affecting the die rolls!!!!
Maybe only let her cast spells while in halfling form. There is the cost of the demon form. I personally think she should get a +1 on defense as well when in demon form, that would see some effect of her huge size. More on line with Druids alternative form.
@@giladpellaeon2223 So when I say cost, what I mean is there is nothing really interesting to me here, so I would be looking for something to add decisions. As you say, there isn’t really anywhere for the warlock to go, she is a straight line. She spends as much time in demon form as possible throwing out strength 3 attacks at range so she never really needs anything else. What I was proposing is it costs a mind point to change, and you stay in demon form until you don’t attack or cast a spell. This makes demon form changes finite, adds a risk - transform too many times and you may go into shock - and adds some resource management as the warlock looks for mind-boosting items. But at the same time, that change has perks the current system doesn’t have. You would be able to maintain demon form even after taking damage - you only lose it when you don’t attack - so you wouldn’t lose demon form when you need it most, and you wouldn’t be forced to kill something as true Halfling to recover the spell. To me, it’s more about being the demon at the right time, not all the time. Hopefully I’ve explained myself clearly there
@@AlwaysBoardNeverBoring Yes, I understand. Similar to the workings of the Monk, when I eventually get it. You have to think ahead and plan you abilities or skills, so Warlock would need to think about when to use it. I see your point, because as it stands, you hardly ever use the default miniature in the game, only at the start, because as I said, she hardly ever gets damaged. I can't wait to get the monk and play test it.
What i can say is that the demon the warlock have is weak and feable. One damage and demon is gone. What the!!!!! Just get a mercenary instead.
Ha. Yes. "I will grant you terrible demonic power... ONE extra attack dice. And I will run off crying if I get hit."
Perhaps the Warlock, despite her gender confusion, is just more honest about her true nature than are her fellow murder hobos.
Please do a video on the new leaked pictures of AtoH contents look amazing, I can seed you pictures via private DM if you like?
I've already made a community post about it.
Yeah I’m excited by this, never played AtoH, so glad I pre-ordered back in October for £34 (great value for 28 minis)
@@stevea3493 I heard lots of preorders were getting cancelled. Glad to hear yours is still good.
I generally like your videos but is moralizing over good versus evil is a very subjective matter of taste and somewhat tiresome. Additionally you running down elements of the game such as the orc Bard for subjective reasons is very off-putting.
I've always given my opinions in my videos. I will continue to do so. Was it off-putting when I praised the rogue heir character because I really liked it?
People won't like all of my opinions, and won't agree with all of them, but the intention is to share my personal thoughts and promote conversation. If you want an objective video where someone reads the character stats and the three ability cards and then signs off, that's not my channel.
@@AlwaysBoardNeverBoring no it is not off-putting for you to give your opinion. It is just off-putting when you state things in such a way that it seems you are trying to make your opinion into an objective fact. It doesn't help when you do it in a petulant spiteful manner like in this video. I just suggest that in the future you try to phrase things in a better way.
Nobody tells me to phrase things differently when I'm praising something. The throwaway line about the orc bard in this video is a joke because everybody who watches my channel knows I don't like him - that's why I said "the less said about him the better."
I'm not going to change the way I have run this channel for years. I'm not going to change the way I present my opinions. I'm sorry you don't like something I said.