>
>> 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"?
"abuse" was in quotes, because not everyone necessarily agrees that it was, or was always abusive...
> 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).
>
This sounds perfectly fine, and (I suspect) how HQ1 was intended to work. (In HQ2, I think you would probably not even bother with the combat skill of 6, probably leading with something like "stubborn" or "Proud" - The reason she is putting herself between the Humakti and her husband being far more important than the fact she barely knows which end of the sword to hold...)
Problems could potentially arise in a couple of situations
Of course neither of these are insurmountable, even if they do occur, but I think part of the intention of HQ2 was to ensure they didn't.
>
>> 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.
>
This makes sense to me
>
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