Re: To augment or not to augment?

From: David Cake <dave_at_zuABk3XyXUHglMrbh34_XpPZRynhqOBYDM9zC8wNB0HEeuh6gDFupZQRDTWVQpbptGuW_b8>
Date: Fri, 22 Jun 2007 16:19:39 +0800


At 6:31 PM +0000 21/6/07, Darren wrote:
> > I've had HQ simple contests that have
>> taken 30 minutes to resolve and that was like pulling teeth. Darren.
>> Craig and Paul - you know what I am talking about.
>
>Oh, I hate Augments. If I could find a way to get rid of them without
>affecting a players revolt, I would. RQ does without them and everyone's
>happy.

        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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