Thanquol wrote:I suspect the reason 'Japan's United Gaming Society' chose PV 20 as the maximum limit was, at least in part, for manageability and simplicity. Their reasoning for this is likely explained – but buried somewhere – in one of their AHQ-related YouTube videos. You'll just have to hope they respond to your enquiries.
Do I personally agree with their self-imposed PV cap of 20? Probably not. However, I can certainly understand why they might have arrived at that decision.
I think I've figured it out. The reasoning behind it is indeed "buried" as you mention.
As I've posted in other threads, the idea behind my point here is that if we limit the maximum PV of the available monsters in the bestiary, then we would have to limit the number of FPs the Heroes can receive after each quest as well, or at some point they will eventually be able to simply cancel all damage away. It's obvious to me that seeking ever-stronger monsters to kill is an essential part of a combat-oriented dungeon crawler such as AHQ. In my experience, however, limiting the bestiary without doing something about FPs may end up being more problematic than leaving the bestiary uncapped anyway. If one is an adamant AHQ purist who doesn't want to deal with this issue at all, then the easiest, most complete fix is simply to limit the number of quests a Hero can take!
Now, I see that these guys have their own system for exchanging FPs for "skills", which makes sense with their PV20 limit. That seems to be the reason!
By the way, if I'm not mistaken, Re-Reforged was the first major AHQ variant out there that proposed exchanging FPs for "heroic feats", almost ten years ago. To be honest, that part of AHQ may be one of the most complicated aspects of its redesign in my experience, and, as I said above, establishing a PV limit may be the easiest way of doing it. I see now where they're coming from with that idea, then.
Let's keep in mind, however, that according to what I also said above, seeking ever-stronger monsters to kill is an essential part of a combat-oriented dungeon crawler such as AHQ. The PV20 limit makes sense only in the context of an easy fix as you say. That's my point when I rant about "properly improving AHQ". In my opinion, we should be going deeper than that, taking more advantage of the game system's possibilities without sacrificing manageability and simplicity. That's the challenge at hand!
You may want to check out the following threads:
My playgroup has too many fate points to consume
Question about raising FP after quest




