Either make them Sidekicks for the conflict so they can soak up resolution points scored against the player characters and remove multiple opponent penalties OR drop the resistance level a class for exchanges they'd logically be involved in.
Ash
> From: SARAH <sarah.newton5_at_...>
> Subject: [HeroQuest-rules] Friendly NPC Ability Scores
> To: HeroQuest-rules_at_yahoogroups.com
> Date: Monday, 19 December, 2011, 11:59
> Hi everyone,
>
> I'm now happily using the pass/fail cycle for setting
> resistances in my HQ2 games, but am wondering what to do
> about friendly NPCs.
>
> We're playing Return to Apple Lane, and the PCs are about
> to face Erianda and Darsten's assault on the pawn shop. I'm
> wondering about how to model Gringle nd Eighty-Eyes' role in
> the conflict. I can see Eighty-Eyes bolstering the pawn
> shop's resistance to attack, performing assists, Gringle
> shouting encouragement and bashing heads, etc.
>
> Now, I could just assign arbitrary bonuses for the PCs to
> represent this assistance, but I'm wondering how people
> assign scores to NPC allies in their games. I could stat out
> Gringle and Eighty-Eyes as full-blown characters with
> ability scores, but somehow that feels contrary to the HQ2
> ethos of 'everything is a resistance'. However, simply
> assigning NPCs resistances based on the pass/fail cycle
> initially feels inappropriate, as they aren't adversaries.
> But maybe that's what the RAW envisage?
>
> Any thoughts? How do you model NPCs assisting PCs in your
> games?
>
> Cheers!
>
> Sarah
>
>
>
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