This page is where I'll post ideas I have for ironing out some rules issues in Hero Wars. My suggestions are seldom final many of them are likely to change as I test them some more, so be sure to check back now and again for updates.
It is my firm opinion that the Augmentation Results Chart on page 134 of HW:RiG is seriously broken. I mean, a penalty for a mere marginal defeat? I'm not going to spend a lot of effort explaining why that is a bad idea. Search the hw-rules list archives if you want to follow the debate. Instead I'll just present my revised table:
|
Complete or Major Victory
|
Target gains double bonus
|
|
Minor or Marginal Victory
|
Target gains bonus
|
|
Narrator Decides, Tie or Marginal Defeat
|
No effect
|
|
Minor Defeat
|
Source gains -1 to ability used
|
|
Major Defeat
|
Source gains -50% to ability used
|
|
Complete Defeat
|
Ability used by source is reduced to 6
|
Penalties last for the duration of the scene. The "ability used" is whatever is providing the augment or edge.
Just to be consistent, the AP Loan Chart on page 136 should also be amended slightly:
|
Complete or Major Victory
|
Target gains lent AP
|
|
Minor or Marginal Victory
|
Target gains lent AP, Lender loses lent AP
|
|
Narrator Decides, Tie or Marginal Defeat
|
No effect
|
|
Minor or Major Defeat
|
Lender loses lent AP
|
|
Complete Defeat
|
Both lose lent AP
|
A lot of people don't seem happy about having to consult the chart all the time. Some might be helped by the trick I've used to memorize it. I visualize it not as a table but as a straight line with a series of results in simple arithmetic order: 1, 2, 3. Or rather, two possible lines depending on which main principle comes into play:
Unfortunately, that's not the whole story. There are also four special cases that must be remembered:
Sometimes the occupational and magical keywords mention the same ability, or close enough to make no difference. In these cases I'm considering giving the character +2 to the ability for each occurrence after the first, including if words are spent on it in the narrative, but excluding the cultural keyword. The exception would be Combat abilities, where each extra mention just gives another weapon type or fighting style.
I've found the guidelines on pages 31-32 to be somewhat stingy. Being more generous doesn't mean that the heroes will progress faster in their best abilities; the geometrically increasing cost of improvement is a disincentive for most players. Instead it promotes diversity, letting heroes become proficient in more than one area. It also lets them develop magical abilities, something many are loathe to do if it means not increasing anything else after a session. And if someone pours all of his HP into one ability anyway, it's easy to show the error of his ways by running episodes where that ability isn't useful. This is only a general recommendation, I find it difficult to give exact numbers because there are just too many variables. You'll have to use your fingerspitzgefühl.
There is one rule of thumb suggested by others that I've found useful: after a HeroQuest, participants get directed HP equal to the final carryover. These must be spent to increase abilities used at the stations of the quest, or relationships to communities or groups that have given support to the quest. Magical abilities can be increased several levels, at a linear cost (e.g. +1 to an affinity costs 3 HP, +2 costs 6 and so on).
Another idea which is the reverse of the above
Don't increase HP awards, just reduce the cost of affinities and other magical
abilities down to the same as all other abilities. Or if that's too extreme
for you, at least make the cost twice normal instead of triple. What about sorcerers
you ask? They get such a raw deal in the current table that I feel their costs
should be reduced down to those of theists in any case.
With this modification, you might be worried about huge abilities being built up quickly. If so, simply remove a Hero Point or two from the batch you would normally hand out at a session's end, and give them as directed improvements instead. That way, you maintain some control over character development without seeming ungenerous. HeroQuests should still bring greater rewards than a normal session, of course.
I got the basic idea for this from one of the mailing lists. An initiate (not to mention a devotee) spends so much time emulating the deity that anything in the Magic Keyword could always be considered "related to session". Similarly, most characters should constantly be practicing their Occupation between sessions, so the same thing goes for that Keyword. Normally, I'd allow the same for the Cultural Keyword. I can see some obvious exceptions to this: for example, a full-time Heortling Warrior shouldn't get to buy up his Farming at the lower cost without actually doing some farming in-session. Adventurers wandering far abroad wouldn't be able to increase relationships to their home communities without some fancy explaining. Just use common sense.
Considering that few specific descriptions are given for any other kind of magic, I find it slightly odd that the secrets taught by theist cults are given so much space. But that wouldn't be a problem if those decriptions were useful. In many cases, however, I find the rules to be unworkable or just plain incomprehensible. Thunder Rebels and Storm Tribe have not helped much, they've provided more words but not more explanation. I'm going to take a stab at providing alternate interpretations for the ones I find problematic.
The first case to catch my eye was secrets of the type "automatically succeed at a single final action". Now what is this supposed to mean? Is the ability rating meaningless? Or do you have to roll to get the "automatic" success? Anyway, on a final action you're generally trying for better than just a plain success. So here's my suggestion for these abilities: if the hero fulfills the criteria for using the secret, he is automatically allowed to take the final action with no penalties (as if a critical had been rolled on the Final Action Results Chart). Furthermore, the secret's rating is added as a bonus to whatever ability is used for the action itself.
Another recurring form of secret is "instantly use an affinity if certain conditions are met". I think it should be added that the ability rating used is that of the secret just so it's useful for something.
The "acts as a mystic strike" ones are unusable because the mystic strike mechanism sucks. Hopefully this will be fixed in the second edition. For now, my best suggestion is to just do away with the reduction in ability you're supposed to get whenever you fail. This at least takes mystic strikes out of the "suicidal" category.
I think that "acts as an affinity with some feats and can also be used to augment the normal affinities" secrets are a bit weak. Unfortunately I'm not quite sure what to do about this yet. At least for Vanganth, there's one fix I can suggest right away: allow its use to augment any affinity, not just Flight. Just to maintain consistency with the other secrets of this type.
Some problems are specific to Thunder Rebels and Storm Tribe:
Drogarsi, Finovan and Yuhurol have secrets of the "ignore Multiple Target
penalties" type, but in all other such cases the secret can also be used
to augment the affinity used. I think devotees of these cults should get this
opportunity, too.
Orvanshagor gives much too puny a benefit. If a dragonslayer goes to the Otherworld
and retrieves unique information about his foe, the result should be something
more substantial than just an augment worth a few bonus points. I say that this
secret can always be used to augment any ability used in fighting a draconic
foe, and if the quest for the secret weakness is performed the full rating of
the secret is given as a bonus against that particular dragon. Someone who fights
dragons regularly needs all the help he can get.
Elmal Hearthguard's secret should be amended to involve the ability rating somehow.
No specific ideas yet.
It's implied, but could be more explicit, that the rating of Urox' secret is
used for interactions with the Spirit World.
When describing the loss or transfer of AP, just about anything goes in narrative
terms. The restriction in rules terms is that the description can not lead to
any additional game mechanical effects; a normal action in an extended contest
affects only AP and nothing else. In other words, it is not possible to limit
another contestant's options simply through description. You can describe an
opponent forfeiting AP as "I knock him over so he rolls down the slope of the
hill", but you can't add "so he has to use some movement ability to get back
in the fight". The need to regain position is already figured into the loss
of AP. Causing other effects during a contest is possible, but requires an unrelated
action. In the example, if the actor had taken an unrelated action to use his
Shove ability against the opponent's Keep Balance, then it could have the desired
effect. In fact, most statements of intent during an extended contest can be
resolved in either of two ways: as a normal action or an unrelated one. The
description remains the same, only the rule mechanics change. But you can't
have it both ways at once.
Latest update: 2002-05-10