I know that many of the people who converted to HQ now do not like the older RQ system, but I still enjoy it. One of the particular contributions to verisimilitude, that of modelling combat, can be taken both as a flaw or a virtue, depending on your point of view.
If you do look at RQ, you will notice that most cults allowed their members to learn healing spells themselves. This gets around a large flaw (or ability :-) ) in the HQ system, in which supposedly only cults specifically devoted to healing magics could cast any. It also creates situations where various players may well have to decide to heal their buddy vs doing anything else, which can lend a nicely desperate touch to a close combat.
It does mean that you can't use a narrative flow for combat, but any players feeling that dice ought to be rolled may do so happily. You will also know the location and degree of damage at the time of injury, and will be able to handicap players accordingly. You will still have the option of allowing mitigating circumstances if you wish.
Alison
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