Re: Hero Quest Challenge rules variants

From: Jeff <jakyer_at_...>
Date: Wed, 24 Oct 2001 14:58:00 -0000

> I agree in general that 'doubling' is in some sense about X+10, but
I
> suspect this seems mean for quest challenges. After all, if you've
just
> risked a W3 ability, and have the choice of a new W3 ability or a
+10,
> which seems the better investment?

Usually, a quest challenge isn't for something as mundane as a close combat and while you may be betting your close combat or some relevant skill, the trade gives you a resultant feat or the like - something more specific and magical. Thus, I'd be betting my Close Combat but gaining the 'Lightning Spear' feat for example at the rating I wagered. (if I lost, I'd lose close combat and the Fire Tribe guy who I was against would gain the "Lightning Sword" or whatever it is they get at his close combat (or whatever HE wagered)

I don't think you can repeat a quest if you succeed - certainly not to the point of doubling.

> My own, off the cuff, solution is to allow doubling, but to cap the
> increase somewhere around the mastery level (ie. X+20). This seems
to me to
> be better worth the risk, while still stopping the 'three
heroquests, then
> beat up Orlanth' problem.

Hmmm. After the first quest to gain the base ability or whatever, I'd think that you might get a bonus of some sort. Greg's said that redoing a item or power-based quest usually produces a lesser result when you do. Mabye this could be based on your carry over value? The number is there and might as well serve some use. +2 for each level of success at the end of the quest? Or +2 for each level of success at the challenge? That gives us a +8 at the top end.  

Jeff

Powered by hypermail