Although I think the idea of trading APs for flaws is great, the
biggest 2 problems I have with the rules as you have written them
are:
(1) Adding a new term to the rules ("Result Points") and
(2) Giving the *loser* of the AP contest the choice of whether to
lose AP or take a wound.
I would simply continue to use APs as the extended contest currency,
and ensure that losing APs means that you have either lost ground or
lost ground AND taken a wound.
My take is that if you have stated as the goal of your contest "kill
or wound my opponent" that wounding will result as part of the
losing AP process. Rather than making this a choice of the loser,
simply state than any AP loss of 7 or more (optionally 10 or more)
results in a the loser gaining a flaw/wound equal to the AP loss, as
described by the GM. Whether or not a wound is inflicted, the AP
loss occurs. That is, it does not matter whether you have taken a
wound or not -- an AP loss is always an AP loss.
To be operfectly clear:
An AP loss of 1-6 is is simply an AP loss, reflecting gaining a
better position, maneuvering, etc.
An AP loss of 7+ is an AP loss PLUS a flaw/wound as described by the
GM.
I like the idea of gaining an ability as a result of a transfer of
AP to another player. For example, a transfer of 13 APs from
opponent 1 to opponent 2 would result in Opponent 1 taking a
flaw/wound and losing the APs, while opponent 2 would gain, for
example, an Outmaneuver And Wound opponent ability of 13, which he
could choose to cement after the content for 1 Hero Point. In the
current battle, he'd get the +1 bonus for his fight if it applied,
and later on (if it was cemented), the ability could be used as a +1
augment to all his or her deadly battles.
The final results of AP loss would work as they do in the current
rules for the loser, but wounds on either side would continue until
they healed over time or were magically treated.
I didn't really understand the Conflict Results of the draft rules
you wrote. Couldn't this be simpler and just use the straight AP
loss or gain to determine the flaw/wound or the new (temporary or
permanent) ability?
As far as the Simple Contest use of APs, I like the idea if the
resolution can be determined after one roll of the dice. I would
think the option of doing it without APs should be available if it
doesn't add anything to the narrative.
Gil
- In HeroQuest-rules_at_yahoogroups.com, "Mike Holmes"
<homeydont_at_h...> wrote:
> In order to have something to coherently discuss in overall terms,
I've
> written up an abstract of the alternate system as I'm now
conceiving it.
>
> ------
> Currency Based HQ Resolution
>
> These rules are an optional set to replace all current resolution
in RM.
>
> Simple Contests
> Per usual, Abilities are chosen for each side. In a simple
contest, the side
> instigating the contest makes a bid of Result Points (RP), that
can be as
> high as their Ability at most. The level selected should reflect
the action
> taken per the normal rules for bids in extended contests. Roll and
compare
> on the HQ extended contest chart to determine the results. See
Conflcit
> Results below for effects.
>
> Extended Contests
> An extended contest is simply a back and forth exchange of Simple
Contests
> the results of which are cumulative. At the beginning of the
conflict a
> Primary Ability has to be chosen for that conflict, but on any
round the
> attacker can employ whatever Ability they like. Rounds are
resolved per
> normal on the extended conflict chart.
>
> - Round results
> A player who has RP inflicted on them has two choices:
> - - Add the RP to their total for the extended contest. As per the
normal
> extended contest rules, these interim results in the total for the
conflict
> are narrated in terms of things like position and marginal
wounding, and the
> like - set ups for the final result.
> - - Take the result as a flaw equal in rating to the points of the
RP
> forfieted, the nature of which is decided by the GM. This can used
only
> three times in any extended contest (else one could prevent the
end
> indefinitely by simply taking flaw after flaw).
>
> A player who recieves points from a trasfer may either:
> - - Subtract them from his total for the extended contest. The
total cannot
> go below zero, and any excess points applied this way are lost.
> - - Take the result as an Ability equal in rating to the AP
transfered, the
> nature of which will be decided by the GM (and which should
frequently be
> something limited to the scope of the contest.
>
> When any player accumulates more RP than they have points in their
primary
> Ability in the conflict, it ends without further normal turns -
final
> actions and parting shots are allowed. See Conflict Results for
effects.
>
> Unrelated Actions
> During an extended contest a player may forgo participation in the
current
> contest, and perform an unrelated simple contest instead.
>
>
> Conflcit Results
> Points forfieted or transfered by the loser in a simple contest,
or the RP
> total of the loser in an extended contest, become a Flaw for the
loser, or
> points in a new Ability for the winner, or some combination of the
two. The
> Abilities chosen are determined by the GM from the nature of the
action
> taken, the course of the contest, and the goals of the
participants. The
> total points that can be gained normally in an Ability is equal to
the
> Resistance for a simple contest, or the primary ability of loser
in an
> extended contest. Hence harder tasks have greater potential
rewards, and
> greater potential repercussions for failure. Excess points are
divided by
> two (round up), and added to the total to a maximum of fifteen
bonus points.
> So the maximum reward is the Resistance plus fifteen. Any result
which would
> exceed this maximum (Resistance +30 points inflicted) can instead
be used to
> create a permenant effect in the opponent similar to the Dying
result, and
> results like it instead of a flaw.
>
> Per usual, these abilities are ephemeral unless cemented, and will
fade in
> the appropriate fashion. If cemented the GM determines the cost
and the
> rating at which the Ability is cemented. Often this will be one HP
for a 13
> rating, but it can be free if the GM thinks that it counts as a
flaw, and he
> may allow the Ability to be cemented at a higher level for greater
HP
> expenditure (see the costs for cementing fetishes for ideas).
> ------
>
> See any problems with it? For those whose arguments are that 7AP
Hurts don't
> get used anyhow, does this change anything? Certainly it's no
worse than the
> normal system in this way?
>
> Mike
>
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