June 12, 2015 at 2:04 pm #16248
On p68, “Meeting with the Queen”, I don’t understand why the difficulty modifier for Samastina’s Nearly Impossible task is 2W2. p113 shows the modifier for Nearly Impossible as Base+W2. Am I missing something?
Thanks!June 12, 2015 at 4:28 pm #16253
Typo: at a minimum it should have been 14W2, based off First Session Difficulty.June 12, 2015 at 4:49 pm #16254
Thanks Clay, good to know that I wasn’t missing something.June 12, 2015 at 5:57 pm #16256
Can you confirm whether the items below are typos/errors too please, or whether I have misunderstood? I am collecting this sort of stuff to post up together in the existing thread asking for feedback on the PDF:
p80 – Cragspider should be Dead, not Dying, since losers add 1 to their scores on the Climactic Consequence table.
p84 – last para says that the winner never scores less than a Minor Victory, but the table allows for a Marginal Victory.June 12, 2015 at 6:22 pm #16258
Cragspider was knocked out with 7 points. The player declined a parting shot. The GM added the Loser Point, bringing Cragspider points to 8: Dying.
On the p84 statement: I assumed it was a typo in the table as I annotated my PDF with a strike-thru in the Marginal result.June 12, 2015 at 6:28 pm #16259
Thank you re Cragspider, my bad.
Thanks also on the table, that’s what I was leaning towards too.June 14, 2015 at 10:36 am #16290
Hi, there are a few small errors that have crept in since I wrote the examples.
In Meeting with the Queen it should say:
The base difficulty is 14 plus W2 (for being Nearly Impossible), bringing the difficulty to 14W2.
Page 84 CLIMACTIC SCENE VICTORY LEVEL – the table is wrong – hurt gives a minor victoryJune 14, 2015 at 10:38 am #16291
Thanks for confirming, David.June 14, 2015 at 7:49 pm #16299
On p86, in the first column about halfway down, why is the Very High Difficulty in the example set at 16W (Very High Difficulty being +W) when 15 is said to be the base difficulty in the other examples? What am I missing please?June 15, 2015 at 12:51 pm #16303
I think I’ve figured out the answer to my above question, but I’d be grateful if someone could confirm it. In this long example in the rulebook, the base difficulty (after many sessions) has risen to 16. The reason for my confusion is that at the top of p86, there is an augment going on, and when the base difficulty is 16 the value (difficulty) for an augment is 15.
Is that correct?June 19, 2015 at 2:03 pm #16338
Anyone, please?June 19, 2015 at 4:39 pm #16340
Steve – check out the Base/Augment Value table on p.113. You’ll find that the Augment base value can differ from the current base value and this is what you see in the example on p.86. The example shows that they are in the 9-12 sessions to date so the current base value is 16 (and very high difficulty will be 16W) while the augment base value at that range is 15.
Hope that helps to clarify.June 22, 2015 at 8:11 pm #16376
Thanks for confirming, Harald, I appreciate it. After initially struggling to get my head around the HQ game mechanics, I think I’m finally making progress.June 23, 2015 at 10:06 am #16379
The rules in HeroQuest are quite different from those found in more conventional (less narrative) RPGs. It can take a while to understand how they work. Expect your Players to likewise suffer.
However, do persevere a it is totally worth the effort. I have been running HeroQuest for years, and we routinely tell great stories which would be impossible in Old School games.
Best of luck
PhilJune 24, 2015 at 7:14 pm #16404
Thanks for the encouragement, Phil. My RPG background is with the grittier types (e.g. RQ) many years ago, so a narrative RPG like HQ is totally different for me. But I’m finding the HQG rulebook very inspiring (just a little challenging, but I’m getting there), especially when combined with the Guide and the other wonderful Moon Design Glorantha publications. When it comes to players, though, if I ever get that off the ground they’re likely to be new to pen-and-paper RPGs, which sounds like it could be a distinct advantage!
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