Thanks to all
....
I'm intrigued to hear more about your rules set.
The mechanics of combat is the same of the old Hero-quest, but i've done a conversion for those that haven't the original Combat Dices, using simple D6.
Each character can now increase experience, boosting his body-point and mana at every level-up.
Furthermore, each character begin the game with special skills or incantations (the number of skills available is reported on a character-card)..
I've done a great range of armours and weapons: every type of weapon inflicts a different type of damage (blunt, sharp or piercing), or straight more than a type of damage.
A sword for example, inflicts a cut damage or a piercing damage. Also the armors defend better from the different types of damage.
Every equipment, skill, spell and monster type are reported on game card....
Instead the setting goes out of the Warhammer's world (where Hero-Quest is set), and it is settled in the world of Ar-Velune (a fantasy land of my invention).
To the classical fantasy elements, are mixed steampunks and futuristic things: close to crude axes, magic swords, long bows and chain mails, it's not rare to find energy-rifles and steam-mechanized armours....