On Thursday, October 9, 2003, at 07:18 AM, Toksickburn_at_... wrote:
> The trick is, this creature is not ABLE to be afraid. So in a way i
> assume
> its "fearless"-rating is somehow indefinite (high), thats why my first
> thought
> was, i dont assign a rating i just narrate it BUT if my creature
> charges a foe
> fearless wouldnt that be a big augment ?
Here's how I would do it:
- The creature is, indeed, unable to be afraid. Narrate that.
- The degree to which that fearlessness affects its other abilities
(e.g. attacking) would be reflected in an augment-only ability. You
determine the level of that ability, based on how much you think
fearlessness should be able to affect other abilities.
- I wouldn't have that ability be used directly, since (per your
requirements) it can't fail, and thus would need to be arbitrarily
high. (Alternately, you could implement it as some finite score to be
used as an augment as described above, but with an infinite pool of
hero points to be used only to bump its success on direct use of the
ability. Same result, though -- using the ability directly doesn't
seem like Maximum Gaming Fun, since there's no drama.)
(Personally, I *would* make it a fallible ability, so that a creature
with "Fearless 5W2" is more cowardly than a creature with "Fearless
5W4", and is likely to be scared by a Heortling weaponthane with
"Intimidate 5W3". This seems, to me, to be more in line with HeroQuest
game design philosophy, analogous to an ability like "Instantly Kill
Anything 5W2", which doesn't necessarily instantly kill everything.
But that's just me, and YHQWV.)