Re: HQ 2

From: David Dunham <david_at_...>
Date: Mon, 8 Jun 2009 07:52:09 -0700


Trotsky

>Are 'augment caps' something that changed or was added since the
>Tentacles pre-release of HQ2 last year? I ask, as I can't find
>anything of that name in that book (I may just not have seen it, of
>course). For the record, I prefer being able to apply a small number
>of augments to a roll, usually more than one but less than five,
>with the option to apply a greater number where it makes dramatic
>sense (the only instance where I can recall doing this as a GM was
>in a heroquest contest that required a lot of planning on the part
>of the PCs).

The single augment rule has been present in all editions of HQ2 that I recall.

Before we saw HQ2, our group was contemplating imposing a cap of 3 augments.

Note that in some cases you can have more than one -- a plot augment, or a lingering consequence you've arranged. But on the spur of the moment, through player action, it's one.

>In the two games of it I played (at Tentacles and Continuum, both
>last year), I found that the "freshness" requirement was
>sufficiently distracting from the story that it was at least as bad
>- and probably worse - than the old hunt for augments. Which made it
>harder to judge how the one-augment-only rule would have felt as the
>only change.

IIRC, at Tentacles you had the disadvantage of a pre-generated character, so searching for a fresh augment took more time than it normally might.

-- 

David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html

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