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Two HQ2 hacks: Punk rock d20 HQ:G and FUHQ

Roko Joko

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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
stretch -2
flaw -1
ability +1 to +3
augment +1
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

Edited by Roko Joko
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What really happened?  The only way to discover that is to experience it yourself.

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I was brainstorming something like this myself. The idea of a D20 totally front-facing game holds some appeal to me.  It has a fairly high HQ feel with some Dungeon World added in. That would have really been the case with a 2D6 resolution.

I was thinking for extended contests, each bump of 5 (say marginal victory to minor victory), would inflict one "wound". I typically play all my games using a "Mooks, Minions and Majors" house rule. Mopks take one "hit" to beat, Minions, 3, and Majors 5. that translates nicely to a 1/3/5 extended contest.

If you want a more variable resolution, you can use the old HeroWars or  HQ1 idea of AP.  In those rules, the atarting AP was equal to the skill you begin the contest with. That would not work with your game. So you would need to determine starting AP some other way. Perhaps 10 + 3x the starting skill, plus modifiers? The player  then wagers a number of AP, and rolls D20 losing or gaining AP:

Complete Defeat: Lose 4X AP bid
Major Defeat: Lose 2X AP bid
Minor Defeat:  Lose AP bid
Marginal Defeat: Lose 1/2 AP bid
Marginal Victory: Opponent loses 1/2 AP bid
Minor Victory: Opponent loses AP Bid
Major Victory: Opponent loses 2x AP bid
Complete Victory: Opponent loses 4X AP bid.

Roll of natural 1: automatic failure. Opponent GAINS the AP bid and adds to their AP pool. 
Roll natural 20: Character gains the base AP bid, adding it to the AP pool.

Thanks for this post, and indulging my brain-storm ideas.

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