Re: [HeroQuest-Rules] Re: Augments and arithmetic are irritating...

From: Jane Williams <janewilliams20_at_...>
Date: Mon, 8 Oct 2012 10:02:47 +0100 (BST)

> HQ2  rules go back to 1 Augment to prevent the "abuse"  in HQ1 that
> could see The Augments being worth More than the base Skill...

But in what way is this "abuse"? If that's what makes dramatic sense, then that's what happens. Scene the time I played "Peace Process", I forget the exact numbers, but it was effectively "if you want to kill my husband, you do it over my dead body". Lead skill was a combat one, at about 6. Augments from "love husband", "protect clan", "stubborn", "proud", and Ernalda only knows what else. The augments came to a lot more than 6, anyway. (And the husband was killed, over her dead body, because it still didn't get within a mastery of the Sword of Humakt she was facing).

> I always use automatic augments to reduce the number of dice rolls before the
> contest rolls.  I have also in the past put in the value of the autoaugment on
> the character sheet to speed up the calculation process. 

Yes, unless the augment is inherently risky, high-value and interesting I don't see much point in rolling them.  
> My current experiment in the number of augments is to allow the hero to augment
> themselves once but to allow any sidekicks to add an additonal augment.  I know
> that this could lead to an explosion of sidekicks.  However, in my group they
> already had sidekicks that they weren't using so this was initially an
> attempt to get them into play more often.  

Sounds like an interesting idea. Not one I'd have a use for, but it should work nicely for what you want.

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