Here are two HQ2 hacks. They both transpose HQ2 numbers on to a smaller scale that's more like FUDGE / FATE, Apocalypse World, Barbarians of Lemuria / Everywhen, PDQ, and FU. That simplifies the numbers, makes it easier to consider using different contest dice for HQ2 (the probabilities in HQ2 are not transparent), and makes it easier to compare all of these games.
=== Punk rock d20 HQ:G ===
This is just a sketch. There are three things to see here:
1. Divide all the numbers by 4, so that 5 points is like 1w.
2. The punk rock part is to roll contests using one die with a wide range of outcomes, like playing HQ2 using a d80.
3. Fixed resistances instead of a treadmill.
__ Character sheet __
6 keywords (culture, community, occupation, and 3 runes), levels +4, +3, +2, +1, +1, +1.
6 abilities or breakouts, levels +4, +3, +2, +1, +1, +1.
0 to 3 flaws, each -1 to -4 and allowing you to add an extra ability or breakout of the opposite value.
The numeric template is fixed but you can develop a character by switching abilities into different numeric slots, and by adding +0 abilities and breakouts.
__ Contests, 1d20 with modifiers: __
relevant flaws: -1 to -4 each
no relevant ability: -1
ability augment: +1
stretch/specific ability: -2 to +2
situational modifiers: -2 to +2 each
plot augments: +1 to +5 each
hero point: +5
If you want to make it really punk rock, add
natural 1: -5
natural 20: +5
__ Resistances __
DC 5: low
DC 10: moderate
DC 15: high
DC 20: very high
DC 25: nearly impossible
__ Outcomes __
< DC - 15: complete defeat
DC - 15: major defeat
DC - 10: minor defeat
DC - 5: marginal defeat
DC: marginal victory
DC + 5: minor victory
DC + 10: major victory
DC + 15: complete victory
__ Notes __
Starting from the goal of simplifying everything in HQ2, I considered doing this with 2d6, which is kind of like opposed d20s, but then I considered expanding the rolling range to represent crits and unexpectedly it suggested the standard d20 scale. But that's interesting.
Two comparisons between this and HQ:G:
* A 1w advantage wins 75% of the time here, and 85%-90% of the time in HQ:G.
* The chance of a marginal outcome is usually 50% here whereas in HQ:G, it's "average" 50% but more variable: 50%-75% for an equal contest and 10%-25% with a 1w advantage.
* Reference for HQ:G probabilities: http://anydice.com/program/adbc
=== FUHQ ===
What if you like HQ, but FU dice pools?
Obviously, the world needs a FU-HeroQuest hybrid named FUHQ.
__ Character sheet __
12 points of abilities, keywords, and/or breakouts.
0 to 3 flaws for an equal number of bonus points.
Keywords cost 2 and are fixed at +1. Breakouts are +1 or +2.
Solo abilities are +1 to +3.
Conversion: below 1w ~ +1; 1w ~ +2; above 1w ~ +3.
__ Contest results __
1-3 major, minor, marginal defeat
4-6 marginal, minor, major victory
__ FU dice pool __
(In FU you roll X d6s and take the highest, or the lowest if you're at a net penalty. X is 1, with modifiers.)
no relevant ability -2
ability +1 to +3
specific ability +1
situational modifiers -1 or +1 each
plot augments +1 each
FUHQ point +1 each (3 per session)
Moderate resistance (routine check) -1
High resistance (challenge check) -3
Very high resistance (adventure boss) -5
Nearly impossible (campaign boss) -7