Re: Armor and equipment

From: George <georgesarris01_at_...>
Date: Mon, 14 Nov 2011 03:39:39 -0000


I know what you are saying and I understand the weapons and armour rules section of the rule book, but there are people who like their gaming with a higher level of detail that the basic rule system does not portray, but it has the ability to cater for it, just requires bit more work for the game master.

I'm not interested in running games like movies or novels, but I'm interested in the HeroQuest system to see if it can be used for the higher detailed level of gaming people like. I'm always looking for ways to use a rule system, not just for what it was designed for.

What I'm seeing in previous articles about broad abilities. For example, the Weaponthane ability would include not just weapons and armour used, but also combat manoeuvre's etc. , thus I see this ability as a combat style for combat situations and some none combat situations, like intimidation. But there are situations where this broad ability should not be used, this is the reason behind using an armour ability.

If game master does not like having characters with lots of abilities, that their choice. There's just so much minimalistic you can make a character. By having more abilities, brings more variety within the same character archetypes and less chance for unbalanced ability levels.

Game masters can also cap level of abilities to suit their campaign world's power level. It might just take some time until one fines what works best for their campaign.

There is also the "Credibility Test rules" that can be used, where no matter what a characters ability level is, it will always fail, such as heavy armoured characters falling into deep water or jumping a ravine.

Cheers
George

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