Need to slander his reputation around town? You can go for an AP shift OR you can go for an unrelated action.
The idea is you always have a choice - AP shift to advance to wards resolving the conflict, or unrelated action to gain a mechanical advantage. The same action can be either/or. (But not both. The weird rambling one I posted last night allows for both.)
Now, one way to resolve this is to simply say that any and all bids in an extended contest can also count as a mechanical advantage. That can work, too. I tend to want something a bit more rigorous than that, hence the either/or split.
On July 26, 2007 12:25 pm, Ashley Munday wrote:
> Here's a way I've found works fairly well - if you
> want a way of representing permanently affecting an
> opponent in the context of an extended contest.
> What you do is let the actor make a bid as normal but
> say he's trying to place a penalty ability on his or
> her opponent. Resolve the roll as normal BUT if the
> person doing the placing succeeds he or she can give
> the opponent a new ability that they specify. The
> score in this ability is equal to the number of
> advantage points they've risked multiplied by a factor
> depending on how long the ability is going to last:
> x 1 - to the end of the contest
> x 3/4 - for a day
> x 1/2 - for a season
> x 1/4 - it's there for good
> This gives players some extra options in extended
> contests. While you might want to narrate a move in a
> combat as "I'll chuck sand in his eyes" and reduce the
> opponents advantage points you could be more vicious
> and say "I'm diving on the bastard and trying to poke
> his eyes out" and if you succeed giving the opponent
> "blind 12" (or whatever) as a permanent ability.
> I also use this system for end of conflict results as
> well. If you loose an extended contest you end up with
> an ability that's determined by the number of
> advantage points you loose by.
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