I tried something in our game last night. I think this only works
for simple contests, but look at the target number, roll the dice,
and then apply augments if it made a difference between
failiure/success/or critical. Cut down the adding up as well, and
you also get the feeling that individual abilities are making the
- In HeroQuest-rules_at_yahoogroups.com, "Silburn, Luke"
> Hardly ever in the half-dozen or so sessions of Pendragon-using-HQ
> before Xmas. Partly this was because I only introduced the rules
> but also because once the players got a feel for the stakes and
> the payoff generally wasn't deemed to be worth it.
> On the whole I suspect that for future games a variable augment
> crop up if I, as narrator, call for them (ie there's something
> the action declared by the player) and I'm happy its that way. If
> mechanic was more skewed to favour of variable augments then my
> would insist on rolling for them all and the handling time for
> would slow down massively.
> -----Original Message-----
> From: Mark Galeotti
> To: HeroQuest-rules_at_yahoogroups.com
> Sent: 2/20/2005 11:21 PM
> Subject: Variable Augments
> A quick question: how often do you/your players actually roll
> augments instead of just taking the auto-augment route? I was just
> wondering how 'core' this rule was in practice.
> All the best
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