RQ writes a bunch of things that in HQ would be augments into the rules on a case by case basic. STR bonuses. Skill bonuses. Any time you use a spell to augment some other activity (ie most RQ magic that isn't a direct attack).
Does HQ allow far too many augments? Yes. But we lost that argument years ago, to the 'game balance and game play doesn't matter as long as it helps the narrative' crowd. Most of whom don't understand what narrativism actually is.
Cheers Dave
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