Re: New FAQ list needed........

From: Roderick and Ellen Robertson <rjremr_at_...>
Date: Sat, 8 May 2004 11:24:52 -0700

> As a new convertee to HQ I desparatly want the system(rules) behind it to
work .However
> The rules have some problems in that clear examples are NOT given.New
Narrators and
> players want not one example but three or four to remove any doubts or
confusion about
> the system .
>
> example-combat extended
>
> During a extended contest The PC has close combat 17 he augments +4
> (strong 13=1 , brave 13 = 1 and mighty sword magic 17=2) giving him 21 or
1W
>
> When he rolls his AP is 21 and his target number to roll is .....Confusion
sets in here....1?
> But he has the mastery so that would bump him...wouldn't it?

I'm not sure why this is confusing.

His target number is 1.
He'll get a bump only if he has more masteries than his opponent.

So why go for 1w instead of staying at 20? to keep you opponent from getting a mastery over you and being able to bump you down. Or to gain a mastery over your opponent.

> After a few rounds he now has AP 6 , but is he still rolling for the 1W
number or the AP 6
> number.?

He always rolls on his Target number.
AP represent only how well (or badly) he is doing in the contest. If he's down at 6 AP from a 21 starting AP total, he's probably not doing too well, but compare his AP total to his opponent's. If the opponent is even less, then the hero is doing relatively okay.

> Augmenting is also unclear ......how many times can you augment?

As many times as your narrator will let you. Some augments can be considered to be "always on" - if you have Strong 16, then it's "always on" when you attempt a contest involving strength. Equipment like Weapons and armor are "always on" in a fight. Other augments, most specifically magic, generaly need a round of "unrelated action" to get an augment out of - it takes time to cast the spell/invoke a feat/etc.

>can you augment in both simple and extended contests?

Yes.

> what about modifers......whose roll do they affect ?

Usually they are bonuses or penalties to the hero.

> example-wall climbing.
>
> duck super climbing -17 city wall- 4w1
> lusty ducky -13 (after female duck well built-16 =2
> on other side of wall)=1
>
> however its dark=6 ,wet=4 ,patrolled=3, ducks climbing shoes=6
>
> Are these modifers postive or negative and on which opponent should they
be allocated
> is it on the duck?

If they help the duck get over the wall, they are positively applied to the Duck's ability. If they hinder him, then they are negatively applied to the duck's ability. Equipment is always applied to the user's ability. A lockpick helps me open the lock, it doesn't reduce the lock's resistance.

> DUCK

Climb 17 +1 (Lusty) = 18
> dark=-6
> wet=-2 (after he is a duck and likes water :-) )
No matter how much he likes water, it makes the wall slippery, so should it get full -4 penalty. Nice try.
> climbing shoes= +6
> patrolled=-3
>
> Giving the duck 17 - 5 =12 thus the wall still maintains a mastery

Giving the duck 17+1+6-6-4 = Super Climbing 14 vrs.
Wall: 4w +2 (Well built) = 6w

> or on the wall?
> Lets say for example the modifers bring the walls resistance down below
21

> WALL
> climbing shoes= -6 for the wall

No. Only rarely will the hero's modifiers be applied to his opponent. Atmospheric mods *might* be applied to the wall, however - "It's wet and slippery, and patrolled +7 to the wall".

RR
It is by my order and for the good of the state that the bearer of this has done what he has done.
- Richelieu

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