> >apparently HeroQuest
> >drops the simple "roll to see if you succeed" and makes everything a
>>contest.
>
>That's what I get for not reading my HQ fragment carefully enough yet. I'm
>not enamored of the clatter of multiple dice and the frustration of my
>players (that's _my_ HW group, not necessarily anyone else's, and several
>of them play a lot of Amber and happen to stereotypically hate dice) as the
>dice "rob" them of enjoyment, so I'll be using ability tests and fewer die
>rolls. MHQWV :-)
I think I agree, although I suspect the change was made so that the standard consequences can apply.
>I
>really liked the Jrusteli marine sergeant going around showing those
>backward Elk and Pig barbarians that messing with us was going to provoke a
>non-lethal ass-kicking. I was even planning what he would do if the game
>continued, such as recruiting the Elk hostage/guide as a follower.
I'm quoting this just to mention that this is a perfect example of picking up a follower during play.
>In David Dunham's
>Jrusteli game at G-Con, I managed to come up with +6-+8 total bonuses from
>auto-augmenting, and that was with a starting level hero with mostly 13s.
Some of that might come from decent character design, but I also was making a conscious effort to allow any reasonable augmentation, more than I would have with my previous games.
-- David Dunham dunham_at_... Glorantha/HW/RQ page: http://www.pensee.com/dunham/glorantha.html Imagination is more important than knowledge. -- Albert Einstein
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