And it's surprising how much difference it can all make. Taking a hypothetical starting PC who's a Humakti warrior, he might have:
Sword and Shield Fighting 7W
Sword (+3)
Chainmail (+3)
Shield (+1)
Augment from Death affinity 17 (+2)
TOTAL: 16W
He's already on 16W, with only a single augment. Never mind getting some
extra bonuses if he has exceptional equipment. Equipment and preparation
really does make a big difference in HeroQuest.
> I agree that it is esthetically displeasing that you can never* use
> the skill at its rated value, however.
>
> * never is not quite the case. You may occasionally have very poor
> equipment that negates penalties but doesn't supply a bonus, like a
> wooken practice sword and a light wicker practice shield for sword
> and shield--they let you use the skill perfectly well, they just
> don't add any useful value.
In practice, though, we do tend to ignore equipment as often as not.
When I'm GM'ing, I tend to apply bonuses when the character has relevant
equipment noted in their sheet or keyword (a healer's medicine bag, for
example) or as a named item, or if the character has had some time to
prepare.
For an impromptu speech before a few clan members, I wouldn't go hunting
for bonuses to apply if the character happens to be wearing clothes, or
combed their hair this morning.
Regards,
Bruce
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