I agree with Ash completely. This is why I said that HQ2 was remarkably "honest" as to what it is.
Nobody can say that David Dunham and I didn't run and play an awful lot of HQ1 games. We produced a 100+ booklet describing our 79+ session Orlmarth saga (complete with lots of my game notes and so on). That being said, Ash describes exactly how I ended up setting resistence levels in HQ1 - I would wait until my players finished figuring their fifteen minutes of augment calculations and state their total augmented ability. Then I would figure out the resistance based on what I would think met the needs of the game dynamic, or in short, the pass/fail cycle.
Jeff
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