On Thu, Jan 26, 2012 at 8:39 AM, Jeff wrote: ** ... I ve dabbled a little bit (and want to do more) and had similar experiences. The system
Message 1 of 16
, Feb 5, 2012
On Thu, Jan 26, 2012 at 8:39 AM, Jeff <richaje@...> wrote:
> I've run a few old AD&D adventures using HQ2 and players had a wonderful
> time. One thing that was interesting is how much *more* tactical and shrewd
> the players felt they needed to be to survive in HQ2; while in AD&D we knew
> our hit points and could use "rules tactics" to simply take down fire
> giants, the HQ2 players concluded that fighting a fire giant would likely
> be Very Hard or Nearly Impossible, so tended to sneak around a lot more and
> be far more judicious in choosing battles.
I've dabbled a little bit (and want to do more) and had similar
experiences. The system really rewards the thought "OK, what can we do to
shift odds in our favor?" There's a lot of stuff in old dungeons that we
never used much at the time, like setting off alarms in one part of the
hill giants' steading and then looting through another part, but HQ
augments make such things very worthwhile.
[Non-text portions of this message have been removed]
Your message has been successfully submitted and would be delivered to recipients shortly.
Changes have not been saved
Press OK to abandon changes or Cancel to continue editing
Your browser is not supported
Kindly note that Groups does not support 7.0 or earlier versions of Internet Explorer.
We recommend upgrading to the latest Internet Explorer, Google Chrome, or Firefox. If you are using IE 9 or later, make sure you turn off Compatibility View.