RE: zombies

From: Nick Brooke <Nick_Brooke_at_...>
Date: Thu, 13 Jul 2000 08:09:40 +0100


Mikko said:

> Difficulties started when playing a single combat session, one player
> against a zombie. First the augmentation. Player is Humakti warrior,
> and tried to augment his sword to +2... just failed his skill roll,
> resistance was 10, i rolled succes, resulting -2 to his skill. Player
> wasn't too happy about it, after all he didn't fumble or anything. I
> thought that i made an error, but all was according to rules.

Yep. It feels wrong, doesn't it?

> Allright, i searched hw-rules next day at work and found out that i'm
> not the only one who has problems with the augmentation.

I suggest you look at "quick fix" alternatives proposed on this list and playtest the ones you like the look of. It's a shame that such a core mechanic is generally disliked, but it shouldn't be too hard to find an alternative you prefer.

> Anyway, problem number two followed. The player (bit frustrated..)
> bid 25 AP:s against the zombie, gained marginal victory, resulting -
> 10 or something AP:s. NB indicates that the zombies will continue to
> fight untill -40. How do they bid any AP:s after going under zero?

Roderick suggested (NOT as an official rule) that just as a hero can bid AP "up to his starting AP" when low on AP, a below-0 fighter (including zombies and berserks) can also use this rule. The mindless-undead type of being doesn't have too many options when it comes to bidding AP, they will always bid a set amount (current AP-1 while above 0; or a specifc number, like 5) because they are basically organic automatons. Where do these AP come from? The magic that animates the corpse (or the magical power from the berserker's god). If you can attack that magic (Humakt's Kill Undead feat, frex) then they collapse.

Some more intelligent ones might be able to vary their "above 0" bids, but be reduced to mindlessness at below 0. If they manage to gain AP and get above 0 AP, then they can be "intelligent" again.

Another thing to look out for is that per p.131, you only get *positive* AP from your opponent on a transfer. Fight-below-0 creatures (Berserks et al.) are the more scary for not "giving" AP on transfers - You hack & hack & hack and all you get is tired. Even your best blows (criticals) seem to have lessened effect.

NB: The above is paraphrased from two recent mails by Roderick Robertson, but should *not* be taken as official errata. They're house rules the editor of "Hero Wars" has suggested using.

Cheers, Nick

Powered by hypermail