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<blockquote data-quote="Glyfair" data-source="post: 2381539" data-attributes="member: 53"><p>Honestly, I liked all the rules changes in RQ3 <em>in theory</em>. In practice, many of them had too much bookkeeping. </p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2381539, member: 53"] Honestly, I liked all the rules changes in RQ3 [i]in theory[/I]. 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). [/QUOTE]
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