Glyfair
Explorer
Plane Sailing said:Apologies for my over-simplification; I didn't mean to imply that AH was responsible for the changes, just using a shorthand way of saying "the AH version" i.e. RQ3.
FWIW several of the RQ3 style changes appeared in Chaosium's 'Stormbringer' too - variable increase in skills, not using multiples of 5% for skills, eliminate defence and introduce dodge etc. Didn't like those rules either![]()
Honestly, I liked all the rules changes in RQ3 in theory. In practice, many of them had too much bookkeeping.
Fatigue was the ideal example of this. If you were loaded down, you tended to tire out very fast in a fight (how many swords are you carrying?). When you were tired, you were much less effective. Unfortunately, it was such a pain to keep track of, that no one I know actually ever used it.
I had sort of the same problem with Hero Wars (haven't looked at the Heroquest update). I liked it in concept. I absolutely love the character generation system (I'll list it as the best ever). However, in practice, it never worked quite well. Too little structure and tactics were in the system for my group (including a newer gamer who focused more on roleplaying).