> In HQ2 rolling for augments does one of 3 things,
>
> gives a +, may add to the story
>
> does nothing, detracts from the story and the die roll is a waste
That isn't "detracts from the story" at all - dramatic failure isn't a detraction.
> gives a massive - , rarely if at all appears, in consequence is a waste of time.
> So having weighed this up, in my HQ2 games, I use the quick augment option (HQ2
> page p55): "Narrators may choose to run their game with calculated
> augments: divide the augmenting ability by 5 and round."
So that's exactly the same as HQ1
> As for stepping back to HQ1, it's not worth it at all unless you have the
> rules already, even then it's a step backwards in rpg technology.
Eh? Of course we have the rules already. And going "back" (staying at) HQ1 rules is exactly what you're suggesting yourself.
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