Fwd: Hero Wars review, part 2: Game Mechanics

From: Chaosium Inc. (chaosium@chaosium.com)
Date: Fri 05 Jun 1998 - 20:38:13 EEST


Subject: Hero Wars review, part 2: Game Mechanics
Sent: 6/4/98 8:26 PM
Received: 6/4/98 11:37 PM
From: Charles Domino, cdomino@wt.net
To: digest@glorantha.com

This is the second part of my review: Game
Mechanics. Remeber, I am a hardcore
simulationist, not a strong "roleplayer."

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There are no skills, stats, or spells. Everything
is represented by Abilities. Anything that can
alter the world in any way (even changing
someone's mind) is an Ability.

Abilities are represented by a Target # (roll =>
on d20) and a certain number of Action Points
(AP). Note that the AP are always equal to 24-T#
(not counting any bonuses). Thus a character with
a T# of 16 has only 8 AP. If he has a T# of 10,
he has 14 AP, and so on. When rolling the die,
modifiers may be in effect for spells or
difficulty of the task.
The latter could be: trying to shortcut a ritual,
mood of a crowd, drawing on the ability of an
associated god (as opposed to your own), angered
deities, being winded, etc. Note that rolling
exactly the Target # awards the player a "plot
point," which is explained later. There is no
longer a resistance table, but you do still have
to make a statement of intent at the beginning of
the round. :)

Simple resolutions invovle one die roll vs. the
target # by each party (GM and player), then cross
referencing each result on a matrix. The result
levels are: Big Success, Success, Failure, Big
Failure. The larger the disparity in levels of
success, the greater and more lasting the result.

Though this is meant for interacting with NPCs or
resolving simple spellcastsing, internal
conflicts can be worked out in this fashion--do I
forsake my vows and kill my prisoner or not?
(Author's note: Obviously, a GM would be wise not

to make players do this for every single internal
action/decision, only for those that strike at the
core of the player's position/beliefs.)

NOTE: I have contradictory notes indicating the
higher roll wins, not the higher result, as long
as the winning roll is over the target number, but
I distinctly recall a simple action resolution
matrix. Based on the amount of difference
perhaps? Could someone clarify this?

A more complex resolution system comes into play
for the key conflicts, casting major rituals, or
fighting. In this, the AP become important. A
player blindly (without knowledge of the NPC
opponent's AP) bids a certain number of points.
They each roll, cross reference their results, and
adjust their AP levels. The same success levels
exist, only now the final result is expressed in
multiples of the bid each party wins or loses
(1-4x). The wins or losses adjust the character's
AP total, and if either reaches zero or less the
contest ends immediately. Assuming it didn't, the
round proceeds and the original defender gets a
chance to bid and roll.

Initiative is determined in the first round on a
group basis, by the situation (i.e. GM's
judgement). Thereafter the higher AP goes first
in each round. Starting in the second round,
players can ask what the AP level of their
opponent is.

Casting combat enhancement spells and some
unopposed attacks can be resolved on the simple
table via an additional die roll. Missile combat

with an actively defending target is not
unopposed, and uses the complex resolution.
However, the defender cannot gain AP from the
attacker, no matter what the result. This is not
the case when two missile users are attacking each
other; then the possible exchange of AP is just
like being in melee combat. Healing seems to be
resolved through an exchange of AP, facilitated by

a simple resolution roll. Actual attack spells
involve use of the complex resolution system--and
can therefore backfire!

The contest continues until one character or the
other is driven to zero or below. The further
negative the loser is driven, the worse the
consequences. In combat terms, -49 is death, 0 is
merely winded. Thus AP (remember, ACTION POINTS,
not armor points!), represent both a degree of
advantage in the conflict (be it against an enemy
knight, a chaos horror, a hostile spirit, or a
souless meldek), and a sort of hit points.

AP reset to the basic value when switching
abilities (spell vs. combat, for instance), or in
the next scene. There are also rules for injury,
death, healing, and just being generally
beaten up.
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End, part 2

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End of The Glorantha Digest V5 #644
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