Re: Digest Number 223

From: t.s.baguley_at_...
Date: Thu, 10 Aug 2000 09:57:08 +0100


>As far as I know, the above contains the following slight
>variants/interpretations of the HW rules:

Nice example, though I'd run it somewhat differently.

>1. The Humakti didn't get stuck with only 3AP when he switched skills
>from the initial challenge to close combat, instead he just carried over
>the 6AP loss. Without this, he would be dead in seconds, which seems
>hardly the intent of Hero Wars (There is always another way? No, Close
>Combat is the only option...).

I'd argue the grazers initiate the contest if treated as ewxtended combat (but see below). The Humakti can defend with anything he likes. Probably Close combat at a hefty penalty (maybe augmented by Brave etc.). I wouldn't reset his AP total.

>2. The defensive edge you get from a ranged attack when you are outside
>the range of your opponents weapons. Without this, then a slightly
>tougher Humakti would beat the Grazers single-handed using the rules
>alone, which would leave the players somewhat puzzled as to what exactly
>he did to defeat them. You could, as I believe David Dunham suggests,
>ignore his victory, but this is trickier if it is part of a group
>contest where other actors are able to harm their opponents.

I'd treat the Grazer attacks as a series of simple contests. Once inside cover they can use ranged combat to return fire (or the Grazers can try and storm the shelter). I wouldn't let Grazers use archery as defense (I'd let them use riding at a penalty).

>3. The way the grazers are treated as a horde for defence, but still
>follow the rules for a group of 5 opponents for offence.
>
>This mainly reduces bookkeeping (one AP total to keep track of instead
>of 5), but also helps to put an upper limit on the hordes bets, so they
>can't use the otherwise optimal strategy of 'bid one more AP than your
>opponent has, repeat until he suddenly falls over'. This ensures players
>will usually have time to adjust their plan if they are losing, instead
>of being taken out of the contest by a single unlucky roll.
>Richard

The Grazer advantage (to my mind) is that the PCs just can't close with them at all without miraculous success of some kind. They can pretty much pick off the characters at will (leaving aside returned ranged attacks) until the PCs reach cover.

Thom

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