- In HeroQuest-rules_at_yahoogroups.com, "yinkin_the_cat"
<wquadros_at_c...> wrote:
> There was a quick discussion last week about just how tough a
> starting character can be - and thus how tough to make oppostion.
<snip examples>
I've done similar trials with similar results.
>
> Starting characters can be quite nasty. I'm having to revise all
of
> the scenarios that I had cooked up for our up-coming game.
>
This is where it gets knotty. You could have someone else thinking
that they are quite a good fighter, because the took their base
combat skill and put it up to 5W, have +5 from armor and equipment,
and have a +2 magical augment and a +2 mundane augment, totalling
14W. Then you get the people who think that they should be able to
hold their own in a fight, because they have a basic 17, they put a
couple of points into it, and have a couple of augments--5W sounds
pretty good after all! If they end up facing the villain meant to
challenge the 1W2 butt-kicker, it could get nasty.
Which brings me to a question for those with existing campaigns: Do
you find groups tending to break out into assorted specialists
(someone does combat, someone does combat magic, someone else does
stealth), so that each has one outstanding score? Or do you find
more that most heroes develop a fair range of their abilities, so
that the differences between them in any area are usually not so
large? If the former, do you fudge things to get the right
opposition against the right hero, or do you leave that up to the
heroes to figure out?
--Bryan