Re: Question about Combat...

From: Zachary Kline <zkline_at_...>
Date: Sat, 10 Dec 2011 12:11:44 -0800


ALl that being said, my impression is that HeroQuest isn't really good at simulationist-style combat. THat's okay for me, but the concept might take some getting used to. Extended contests do seem reasonable for creating suspense at least. Best,
Zack.
On Dec 10, 2011, at 11:13 AM, Bo wrote:

> As I see it it is 3... but not like you have framed it. It is more like
> "I want to get into the cave but the broo is in my way." "The broo
> want's to stop you from getting in. We will do an extended contest."
> Then each action in the contest is rolled for and described till an
> outcome is found. It is the same as a more traditional combat but
> attack, parry and damage are inferred in the roll rather than done
> separately. A bad roll on both sides is testing and circling, a good
> roll on both sides is a hard fought exchange, etc.
>
> Does that help?
>
> If not, the book makes very good examples of this, so no worries about
> understanding it.
>
> Bo
>
> On 12/10/2011 9:01 AM, Howard wrote:
> > or is it: (3) "Do I kill/injure him or he do the say to me"? ie. one
> > result determines the melee?
> >
> > Now I did a search and a previous post suggested that "extended
> > contests" are sometimes used. I still think (1) is probably not what
> > this means, and (3) is too b&W, but if it's (2) how is it "managed"?
> > Is there an IGOUGO system based on initiative and/or
> > surprise/awareness? Is it my attack vs his defense - with his response
> > being a separate roll off?
>
>

Powered by hypermail