Why should a player ' use anything other than their highest rated attribute? I understand if you have a keyward /attribute thatgives you a specific supernatural power that isn't your highest rated then that makes sense, but otherwise you would always just use the highest. As a GM you cant use the technique of asking players to describe what they're doing and then call for the "skill", since there is no standard skill list .
I don't think, though, it would be the worst thing in the world if HQ 2.5 or 3 had more robust rules for extended contest with more options and decision making. This thread has a whole bunch of things that could be used or scavenged from older ruleset.
I found the following comment on an old RPGNet thread talking about converting Werewolf the Apocalypse to HeroQuest. I'm pretty sure this person was talking about an earlier version. Here's the quote
What is/was a "station"? Is there some analogue for that in the current ruleset?
I'd love to see some setting books for adventures from the Elizabethan Age up through 1800, with stuff for period weapons, trappings for magic (e.g., "Goetic" and "Alchemy" and "Witchcraft"), etc.
What would be a good system for running this today but keeping it simple? For example, I don't think Mythras would be your first choice, as its crunchier