Evil Frog Wizard wrote:For this, if looking for stuff outside of AHQ to better understand some of the intent. I highly recommend looking into OD&D (Referred to as LLB, or LLB D&D, which stands for Little Brown Books). As well as the game Chainmail. There is very, very clearly the DNA of both of these games into AHQ. I'm not sure how helpful it would be. But I definitely think if you could break past the archaic nature of these old systems, you would definitely find it interesting. It's actually the reason I find AHQ so fascinating despite never playing it.
The combat system of AHQ has so much similarities to the 'man to man' combat system in chainmail (Seen above). In this combat system of chainmail (Chainmail has 3 separate combat systems) you roll 2d6 and attempt to roll the target number or higher to score a 'hit' with each hit doing one damage. As you level up, you gain multiple attacks equal to how many 'men' you represent.
And I see so much of this in AHQ's strength and toughness system.
I'm curious how those systems dealt with bottlenecks. It's always been a
problem and never supposed to be the norm in this genre, as far as I understand.
Evil Frog Wizard wrote:I don't think people realize just how 'board gamey' original dungeons and dragons was. It was basically a board game + 'couldn't I do that?'.
I know! In fact, that's important context for our purposes here, and it's why I tried to explain it in a post above. As mentioned, AHQ belongs to that tradition,
with all that implies.
Evil Frog Wizard wrote:Anyway, random food for thought.
Thank you! I appreciate it.
Evil Frog Wizard wrote:But the base is there, there also seems to be a concerted effort yo keep character beneath the 'super hero' tier (if you think of 2 wounds per man, the highest health you can have is equal to 6 men). Note that it's commonly observed that the 'game feel' changes weather you are a 'normal man', 'hero' or 'super hero'.
Edit: I misunderstood this. I was think 12 wound max. If I understand the system correctly, the max wounds you can have is 7.. so 3 1/2 men, which is actually below the rank of 'hero', so it's more acurate to say there is a concerted effort to keep player characters within the realm of 'normal men'.
And it takes luck, time, and effort to have 7 wounds to begin with. Even with that, in-combat healing remains almost impossible in room encounters if doorways are not exploited. See what I wrote above:
RECIVS wrote:I understand that the supposed sense of realism intended for AHQ is more about the adventurers being “as fragile as in real life” in relation to the weapons and armor used in the game, but we have shown how such an approach restricts the gameplay options to the point of making combat repetitive and creating more problems than it solves, unfortunately.