[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
RE: [HoE] Some Rule/Mechanic questions
>First, looking at the TN rules and various power/ability descriptions,
>it seems like the game assumes players will be rolling a fair
>number of aces during the game. Given the need for raises
>to make a lot of abilities and what not useful, do starting-level
>characters need any special help or consideration when designing
>adventures?
I wouldn't give any special attention to this, remember they can spend Fate
chips to add to there rolls. my players have not had any trouble with
anything I have come up with. I had to beef up the first adventure on the
PEG web page.
>Second I just had a general question about the flow of combat. I
>read the notes in HoE about how to speed combat up, but
>given the number of hit locations for PCs, plus wind, strain, stun
>and what not, it seems like a lot of bookkeeping to keep track of.
>That and the fact that you're making two separate types of dice
>rolls for melee combat (attribute check and then weapon damage).
>Does combat go pretty quick, and what suggestions does anyone
>have for helping to keep things moving?
It can get a bit cumbersome, I would run a couple of sample combats,
especialy if you have new players. Even give copies of the combat rules so
they can read it themselves. After hat you should be fine.