Lemnoc said:Loz, Am I missing them, or have Heroic / Legendary Abilities been removed from RQ6?
If gone, why? :?
Prime_Evil said:I'm a bit ambivalent towards them - on the one hand, they do add a small amount of complexity and are potentially open to abuse, but on the other hand they make it possible to differentiate between veteran characters who focus on martial prowess. I suspect that they may be worth emphasizing in games where magic is rare and characters tend to concentrate on mundane skills - the way that Tactical Actions are modeled in Historia Rodentia might be a useful model here.
Lemnoc said:Prime_Evil said:I'm a bit ambivalent towards them - on the one hand, they do add a small amount of complexity and are potentially open to abuse, but on the other hand they make it possible to differentiate between veteran characters who focus on martial prowess. I suspect that they may be worth emphasizing in games where magic is rare and characters tend to concentrate on mundane skills - the way that Tactical Actions are modeled in Historia Rodentia might be a useful model here.
Yes, exactly. Exactly. They seem to be a good way to emulate a Conan style character of amazing martial ability. But, as you say, they're ripe for abuse. Seems like they should exist as options, like the various Magic disciplines, for campaigns of different flavors—in this case Lo or No Magic style play.
A couple of nagging questions, though:
1) This used to be something players would spend their Hero points acquiring. I see Hero points are also gone, which used to be a way to reward excellent play. So, what's the analog? Is there an analog?
2) How might one convert players with characters who actually already have Heroic Abilities to RQ6?
Loz said:Yes, Heroic Abilities have gone. So have Hero Points - at least in the way Legend/MRQII uses them.
Neither Pete nor I liked Heroic Abilities. They were a throwback to the Legendary Abilities of MRQ1 and we felt kind of obligated to keep them in MRQII to maintain continuity. But we never liked them, rarely used them, and so dropped them for RQ6.
Loz said:I did use them in my Hawkmoon game, but god, they were unbalancing. Obviously, if you love them to bits, its easy enough to introduce them back in using Legend's rules.
Loz said:As for Hero Points, these are now Luck Points and are a function of POW. They regenerate every game session, are not dished-out by the GM, and aren't used as a 'Heroic' currency. Otherwise they function in the same way as Hero Points.
Prime_Evil said:I've been thinking about the situation and I think I understand why some folks don't like Heroic Abilities much. Each of them is a special exception to the rules and therefore reduces the streamlined elegance of the system. Although I think that they add something in return, I can understand this perspective.
alex_greene said:Nothing replaces them. Deal with it.
If your character's focus was geared about those abilities and Hero Points, tough.
Loz said:Yes, Heroic Abilities have gone. So have Hero Points
You forget the players and Games Masters who will begin with RQ6, and who won't have heard of Legend or perhaps the other systems so they will begin with a game which doesn't have Hero Points or Heroic Abilities.Lemnoc said:alex_greene said:Nothing replaces them. Deal with it.
If your character's focus was geared about those abilities and Hero Points, tough.
I don’t think this is actually a helpful strategy to convince players to port from one system to another.
Deleriad said:If you wanted a bit more sophistication I would then say that any time a Heroic Ability is gained then to gain a new Heroic Ability using the same skill or characteristic, then skill has to be increased by 20% and the characteristic has to be increased by 1.
E.g. Say you get "swashbuckling swordsman" heroic ability (combat style with sword 90%, DEX 15).
Later on you want to learn "big ass swordsman" heroic ability (combat style with sword 90%, STR 15) then the requirements become (combat style 110%, STR 15).
Deleriad said:Personally I've never found them that overpowering and you can see elements of them in the combat style benefits and the cult gifts etc.
Mysticism and cult gifts replace the Heroic Abilities to a very large extent.It's a shame that RQ6 doesn't have them as any RQ game needs a simple way of getting/describing special abilities like these.
Loz said:I've never thought that Heroic Abilities were especially necessary. They were definitely a nod to D&D 3+ where feats and abilities became a very common part of character advancement. Prior to that, I don't recall RQ ever having issues with non-magical power advancement. D&D's third edition clearly created a new trope leading to players expecting the same kinds of entitlement in other games. That isn't to say its bad: if Heroic Abilities appeal to you and work for you, that's wonderful and use them far and wide.
Loz said:But with RQ6 we found other ways of managing such powers and I feel Heroic Abilities are, therefore, largely redundant.
soltakss said:We used Heroic Abilities in our RQ2/3 campaigns, where characters gained special, abilities through magical/HeroQuest/whatever means. They were always ad hoc abilities, though, and didn't fit into a framework.
Legendary Abilities provided such a framework and are useful.
soltakss said:I look forward to seeing RQ6 once I have emptied my rather small piggy bank.
Loz said:Things like these should be earned rewards...
But with RQ6 we found other ways of managing such powers and I feel Heroic Abilities are, therefore, largely redundant.
Prime_Evil said:I think the way that they that Legendary / Heroic Abilities are currently implemented in Legend is a bit clumsy. It does feel as though they have been tacked on as a bit of an afterthought....
I'm overall impressed w/ the comprehensive integration of RQ6. Most of the questions that have plagued this forum have been addressed, although this does come somewhat at the expense of being a bit rules heavy. You can't really "wing it" or gloss it when there is an actual "official" rule somewhere that describes the play and sanctions the method; that's a bit of a double-edged sword for those who like loose, light play. It's additionally a bit of a marvel of organization and presentation. There are a couple of play aids, single-page collections of useful stats, that really make this book shine. Well done, I say.