Re: Re: Augment-only stats

From: Nikodemus Siivola <nikodemus_at_...>
Date: Fri, 8 Jan 2010 20:26:48 +0200


2010/1/8 L C <lightcastle_at_...>:
> Nikodemus Siivola wrote:

>>
>>
>> Semi-unrelatedly: my general preference is to handle weapons and armor
>> as situational advantages.
>>

> That's the official rule, no?

Not quite.

P. 55: "HeroQuest models arms and armor like it does everything else: any piece of gear, if sufficiently important to even mention, is treated as an ability you use to solve problems."

P. 56: "You can also create separate abilities around your gear: you could have a Knightly Combat ability of 18, and a Gleaming Armor of 16. You could then use Gleaming Armor to try to augment Knightly Combat before wading into battle."

The text, as I read it, suggests giving modifiers for (1) using equipment badly matched to the ability like a knight without his armor, and (2) genre-motivated class superiority like iron-using Sea People vs bronze-using Hittites.

That said, I don't see any problem with RAW here -- I just find it easier to look at contestants, and assign a modifier based on superior weaponry/position/whatever. People can still take equipment as abilities, but that tends to represents exceptional stuff and things with special story significance: not "Sturdy Axe" or "Gleaming Armor", but "Axe of Grimhawk", etc.

Situational superior weaponry is less narrative oriented than HQ2 for the most part.

Cheers,

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