> Actualy that's not how the rules were designed. Robin was pretty
clear that he though people should make their bet, roll the dice
to see who won, then describe what happened. He designed the
Feng Shui rules the same way.
Not quite - the rules are fairly clear that you describe what you are attempting 'I wack the troll with my club' - but don't get too specific. Then you adjudicate the APs - let's say that is 14 AP - from that. Then you roll and interpret the results - "21 AP, good strike, you force him back, his weapon above his head parrying desperately; he's ready for the killing blow."
Remember AP are positional advantages not necessarily wounds.
If contests are taking too long try one of the following.
I agree with Charles here. if you want blow-by-blow wounds, armor etc the use something else like Silhouette rather than shoe-horning it into HW.
One point that maybe ought to be considered is Benedict Adamson's house rule for (group) simple contests. When you have one actor with a number of helpers, we allow those helpers (and the primary) to augment the actor's ability before the contest. We then run the contest with the augmented ability level. It allows magic, strength, followers, and otherwise uninvolved characters etc. to affect the outcome.
Si of I had a warrior with Close Combat 4W, ands two followers with CC 16, they could augment me before the simple contest. Let's say I get +2 from each of them, and I am at +4. If another player had a healer she could describe that character as healing my wounds during the battle and get another chance to augment etc. Let's say she gives me +3. So now I have 4W +7 (from the augments) or 11W as my ability for the contest.
Ian Cooper
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