> The whole problem is that later books didn't stick to
> that scale. So characters generated then, but trying
> to incorporate later background, suddenly find that
> the Mastery has been devalued.
Yes. One of my primary gripes about Anaxial's Roster, or the fact that we have no HeroQuest monster's book, is that HQ characters can absolutely smack the living bejeebers out of practically any creature listed. Those numbers might have worked OK for Hero Wars, but they're not really a challenge for the average starting HQ PC. Even the sample monsters in the HQ rulebook seem drastically underpowered. Maybe it's because a creature will have maybe two or three abilities to augment with, while most PCs will have at least five to ten augments. I've tried to think of ways to balance this in my game: - add a generic +5 after augments to any creature's ability. - limit PCs to a maximum augment of 1/2 the active ability score (i.e. for an ability rated 17, you could only add +8 through augments). - not worry about it, the PCs are supposed to be Heroes! I actually had one player get upset that when it came time to make difficult decisions for the whole clan, I made the PCs discuss and decide what to do. Their decision affected the whole clan. He thought I was being unfair, "We have to make the decision but we have no authority to enforce the decision." I explained to him that the reason was that his clan looked to him, and the other members of his hero band, for guidance. Even thought they weren't the clan ring, the ring usually followed their council since they were the "local troubleshooters." I then explained that, yes, if he wanted to he could probably get himself (s)elected to the Inner Ring, but then his adventuring days would largely be over as his time would be more or less consumed with the day-to-day minutiae of clan politics. Brian -- "The Devil is never more himself As when He appears as an Angel of Light." -Cotton Mather
-- "The Devil is never more himself As when He appears as an Angel of Light." -Cotton Mather
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