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Old 05-17-2006, 10:46 AM
bkcurley bkcurley is offline
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Join Date: May 2006
Posts: 3
Re: [RPG]: HeroQuest, reviewed by Dan Davenport (4/5)

Quote:
Originally Posted by Ante
What I think works less than perfect is that, like Dan mentioned, it's so damn hard to actually *kill* somone!
Actually, it's really easy.... if your GM wants to run that kind of game, or if you're prepared to deal with the consequences of being so cavalier with taking a life. There are several paragraphs in the rulebook on what to do with defeated foes. All it takes is a table/house rule that any opponent reduced to "Dying" will die without healing of some kind. But not everyone wants to run that kind of game, so HeroQuest leaves it up to the individual to decide, rather than force a "one size fits all" solution on everyone.

Quote:
Originally Posted by Ante
You fight and contest to your hearts delight and even though you're taking a lot of punishments you're still good for more, and after you're "defeated" all you get is -5 to all rolls and then you can start a fight again.
But you're not "taking lots of punishment". This is a misconception that AP (which actually stands for Advantage Points, BTW) are "hit points." They're not. Advantage Points are a number used to gauge how well or poorly you're doing at the moment in a contest. The effect of a contest isn't applied until it's over. Similarly, if your opponent wants to trade AP loss for inflicting a wound, he has the choice to do that.

I don't know where you got the -5 from, unless it's a Hero Wars artifact. But the HQ progression goes -1, -10 percent, -50 percent, no action allowed.

Quote:
Originally Posted by Ante
There's too much handwaving going on for my taste. I'd like to play a "Black Company in Glorantha" with a gang of Humaktis, and it just wont be fun without some death.
Then put it in using the option suggested above. It's real easy.
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