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==Why== Although I like a lot of HeroQuest, there are parts of the core rules that don't seem to generate the sort of game I like. Specific problems I have are: *'''Costs at chargen and in game''': Some abilities are cheaper at chargen than subsequently. I dislike that as it makes me feel I'll be missing out if I don't use that at chargen. The numbers end up determining the character. *'''Character advancement''': When I play, I usually find it a bother to have to increase abilities with my Hero Points and it takes me an age to do so. I don't especially like the decision-making involved either. Shame, as character advancement is one of the main things in a game, for me. As a GM, I dislike awarding HP - I prefer this to be more objective and to be tied to in-game events more tightly. *'''Scaleability''': While a feature in many ways, this means that, effectively, it doesn't matter what scores you have for abilities. A particular problem for character advancement, I find. *'''Bumping with Hero Points''': This is so cheap it is more or less a given in an important contest, so it ceases to be heroic. I think the currency is devalued. From a first reading, there is some more structure to the rules than in the previous version. An example is the Gloranthan cult progression to initiate and devotee levels. But the stuff above irks. So below are my fixes.
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