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Alternate Dice / Resolution mechanics for HQ?


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Namaste all:

I've posted a bit about a new campaign game I'm working on with a friend, set in Vithela.

I've run and played a lot of Glorantha content before, and we are pretty experienced with all the versions of the HeroQuest RPG system by Robin Laws. In general, I like it a great deal, especially with how open ended, narratively focused, and relatively crunch-free it is.

However, I really strongly dislike the base dice mechanic of opposed d20, and the tallying up of abilities and augments and bonuses and penalties, to me at least, crosses the point of "too much math for too little fun."

I've been looking at other systems to attempt to adapt to the setting. I'm intrigued by Freeform Universal (and I've seen an adaption on here that has been inspiring), have a great deal of love for the Powered by Apocalypse games (and tried my hand at my own homebrew version of this, which didn't work so well), and I'm experienced enough to hack together my own system.

Nothing yet has inspired the "ah-ha!" epiphany one gets when you discover a system that syncs up with the story you are looking to tell.

I think my ideal system would be to keep the way HQ uses Keywords, Abilities, Stretches and the like, but come up with a more interesting way to resolve conflicts than what's provided.    I've been fussing around with an unholy hybrid of HQG, Freeform Universal and Cortex Plus, but I perhaps someone on here has a simpler solution.

Thanks in advance.

Edited by aumshantih
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6 hours ago, aumshantih said:

However, I really strongly dislike the base dice mechanic of opposed d20, and the tallying up of abilities and augments and bonuses and penalties, to me at least, crosses the point of "too much math for too little fun."

That's largely in HW/HQ1.  HQG only allows one augment (there can be GM-based bonuses/penalties, but at least in my game those are very rare), so very little math (particularly if you just use the Quick Augment method).  I've been running HQG for 6 years now and the opposed roll method is very quick and easy (even in Extended Contests).

6 hours ago, aumshantih said:

a more interesting way to resolve conflicts than what's provided.    I've been fussing around with an unholy hybrid of HQG, Freeform Universal and Cortex Plus, but I perhaps someone on here has a simpler solution.

HQG (at least for me) is very straightforward and allows me to stay focused on the story.  What's the hero trying to achieve, what ability is being used, and any augments that help achieve it.  I figure out how difficult it likely is.  Player rolls, GM rolls - compare results and get the level of victory or defeat.  And then was this a:  Yes and...; or Yes; or Yes, but...; etc. result.

I don't know if that helps, but it's very simple and any of my players can figure it out looking at the book.

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On 8/30/2020 at 8:29 PM, aumshantih said:

However, I really strongly dislike the base dice mechanic of opposed d20, and the tallying up of abilities and augments and bonuses and penalties, to me at least, crosses the point of "too much math for too little fun."

You could of course ignore all the augments and bonuses and penalties and just make single opposed rolls. That way you are not too far off from something like Freeform Universal (isn't it single d6 roll?) but you still have some say which way you would like the story obstacle to go. Of course reading the value from the d6 is easier than comparing the two rolls. Have you looked at the HeroQuest dice help table? You can print it and put the dice to correct row and column to read the outcome.

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