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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:
 
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:
  
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*'''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.
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*'''Costas 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.
 
*'''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.
 
*'''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.

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