I don't have a problem with APs - here is my take on most of the disputes.
Please skip if you really hate the AP resolution system, because this will
probably just annoy you!
First actor advantage requires i) you act first with a must-resist attack
(combat, social skill in social context etc.), ii) you have perfect
knowledge of your target's abilities, iii) your target has a glaring
weakness, iv) you can predict your target's response to the attack.
There also is some hint (by some posters) that selecting an ability to attacxk with mandates a response with that ability (or a heft improvisation penalty). There is no such implication in the rules (that I can discern). A well planned surprise attack on an opponent you know well will usually give you a hefty advantage if you can exploit a genuine weakness. If your knowledge is flawed, first attacker advantage is trusting to luck. Even with perfect knowledge it is reasy in Hero Wars to be surprised by the target's response (players do this to Narrators/GMs _all_ the time). For example, a warrior with no social skills is verbally attacked when visiting a rival clan. She uses her "Loyalty to clan" to stand firm and resist the insult (possibly augmented by Heortling culture - pointing out the attackers lack of hospitality). I'd allow this with no improvisation penalty.
I can only see first actor advantage being a problem if players create _very_ unbalanced characters _and_ can't think of good defenses (serve them right), or if the narrator abuses his knowledge of the players _and_ prevents them using creating (but appropriate) defenses. If these apply you could alter the rules, but other solutions would be more effective.
2) Low roll wins (also mastery vs. non-mastery)
This discussion merged with the "hard to get enhancements" discussion. This
is unfortunate because there is a big difference between losing (say) 30%
of simple contests and 30% of exchanges in an extended contest being minor
losses. In the latter (even with a mini-max bid strategy) the low ability
("If I get a lucky blow or two I might take him out, but I'm probably going
to die if I do that, maybe I can get ransomed?/run away/put up token
resistance).
3) Non-linearities in the system
Several people have pointed out (local) non-linearities such as sometimes
being able to beat up a low skill opponent faster than a high skill one, or
low skill opponents getting too many x1 forfeits. An assumption ssems to be
made that linear increases in skill/experience produce linear increases in
performance in all circumstances in the real world. This is a false
assumption. I make no claim that HW precisely simulates real-world
non-linearities, but I would claim the these quirks map reasonable neatly
onto the kinds of real-work non-linearities that occur with increased
expertise.
Anecdotal evidence: Good fencers hate fencing beginners more than
intermediates. Why? Beginners are unpredictable and don't react to as
expected. This can manifest in beginners scoring hits on good fencers more
often than intermediates, taking more time to beat and so on.
Research on skill and expertise: However, using skills in context quite often shows non-linear effects. For some cases, novice radiographers perform consistently better than intermediate experience radiographers (who know a lot more). Similarly, even on quite simple tasks knowing less increase performance (a classic task is judging which of two cities is larger; many people are as good or better at this task for for foreign cities than domestic ones). The main reason for these non-linearities is that knowing less will depend to make decisions easier to make (e.g., I have heard of Hamburg, but not Duisburg, so Hamburg is probably bigger; I know both Nottingham an Oxford ... which is larger?). Increasing skill and knowledge increases the evidence and/or options available without necessarily given you the strategies to use them (in radiography - knowing lots of rare conditions can be confusing, because you may not know how to correcly factor the base rates of the disease into your decision).
Anyway, occasional non-lineararities aren't necessarily a bad thing
(provided they are infrequent and occur in plausible contexts).
Thom Received on Fri 02 Jun 2000 - 04:43:39 EEST
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