Re: Starting Abilities + Augments

From: Mike Dawson <mdawson_at_...>
Date: Tue, 03 Feb 2004 21:50:37 -0000

Well, in last night's game, the Babeester Gori Combat Monster got talked down from taking the HeroQuest Challenge of facing the Hyena Spirit Warrior, because it looked like it was going to be a magical, not a physical contest. And in the Spirit World to boot.

Instead, the #3 warrior, an animist zebra tribesman stepped up, augmented by most everyone.

And after 10 HP spent, he won.

The #2 fighter didn't step up because his magic was all Pavic, and they weren't in the county.

On the rest of your questioning, I'm finding that characters' specialties vary across the span of the game, as the results of heroquests become apparent. The zebra cav guy mentioned above started out as a mounted fighter, but his magic is now outstripping his combat.

Maybe it's just the way I run quests. I have a feeling that there are more chances to change a hero in one of my quests than the average, whatever that is. At least I waited to the culmination of one phase of the campaign to transform one character into his pure self, and to have another act as the door through which a new character would break through.

Mike Dawson

> 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

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