Re: Newbie Questions

From: Bryan <bethexton_at_...>
Date: Thu, 15 Jan 2009 16:52:32 -0000


Here is my personal summary of modifying your abilities for an extended contest in HQ (put together when I was going to try to explain this to someone else). Others can pipe up if I still missed something.

In an extended contest, you may add to or subtract from your primary ability in a number of ways:

Note that if any of these changes happens before the start of the contest, changing the total level of your starting ability, that will change your starting AP. So if go before the king to argue something, and he gets +5 for sitting above you in a large throne, his starting AP will also go up. On the other hand if before starting a cross-country race you release a spirit from a fetish, adding its "run swiftly 16" to your "run long distances 17" you start the contest with a running ability of 33, and 33 AP.         


With regards to why you'd choose to have a follower augment you rather than give you AP, think of it this way: you are at a poker table, and have the choice of someone giving you more chips to play with, or they can promise you'll never draw a '2'. Having more chips gives you more chances to get lucky, and may let you force someone else out with sheer big bids, but better card quality gives you a clear, if small, edge, improving your chance of winning each hand.

Same with an extended contest. Having more AP, if you don't have much chance of winning each roll, will only extend things a bit and give you more chances of getting lucky. Getting a bonus gives you more chance to win each roll.

Which you choose will depend on circumstances. For example, if you get forced into a contest using a weak skill, but expect to change to a stronger skill, you might choose the extra AP, so that when you do make that change you still have a good number of AP to work with.

I hope that helps a bit.

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