> > 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.
Not dramatic failure, here just failures give no augment.
> > gives a massive - , rarely if at all appears, in consequence is a waste of time.
This the dramatic failure, only on a complete failure
> > 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
with one ability only,
> Eh? Of course we have the rules already. And going "back" (staying at) HQ1 rules is exactly what you're suggesting yourself.
Me, I don't have the HQ1 rules, got rid of them when the revised version appeared.
Treat yourself Jane, save up for HQ2, it's a much better book IMO. You can get it second hand on amazon for £14.
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