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HQ2 – Multiple Abilities in Extended Contests (2012)

Submitted by BlindGuyNW on Sun, 16/09/2012 – 22:05

Hi All,

In reading the HQ2 rules, I am a little unclear on the way extended contests are supposed to work. When the book says, “a series of simple contests,” does it mean my players should be able to switch abilities between exchanges? The example in the book seems to suggest no, that you roll against the same ability until a final outcome is achieved. I think I am a little confused by the discussion of “asymmetrical exchanges,” as well. Do these two issues relate?

Any clarification would be greatly appreciated.

Thanks,

Zack.


Submitted by RoM on Mon, 17/09/2012 – 01:36.

I don’t have the rulebook handy right now, but I think it is mentioned somewhere, that you can use any ability you want. And you can change the ability any time during an extended contest. Remember in HQ2 all abilities work the same anyway. So in a fight you could start with “Swordmaster”, then proceed with “Colt 1911” only to set the final blow with “Humiliating Insults”. I think Leonidas also uses words and weapons against Xerxes. And the Gladiators in the high-tech arena (Thundering Skullhead, Red Shaman etc.) use multiple abilities as well. The framing of the contest stays the same, only the means to achieve your goal change during the contest.

An asymmetric exchange is a bit different. Leonidas and Xerxes fight each other. That is symmetric. Tawny Port and Portuguese Bill framed the contest to fight each other (still symmetric). But suddenly something happens that changes Tawny’s intention: the gunpowder is set afire. Now Bill tries to kill his opponent, while Tawny Port is trying to cut the gunpowder line. He is actually fighting an impersonal power for the duration of a single exchange. That is asymmetric. If successful, the contest afterwards goes on as planned. The character could use either his regular fighting ability for the asymmetric exchange or a different ability as he/she seems fit.

Cheers

Robin


Thanks, this clears it up

Submitted by BlindGuyNW on Wed, 19/09/2012 – 23:39.

That’s extremely helpful, and eases my mind considerably. The last thing I want is for any such contest to become a matter of rolling until you drop, so to speak. Once again, it comes down to  narrative versus task-based resolution, an area I suspect I’m still coming to grips with. Replies like this help keep it in perspective, and are much appreciated.


I know the feeling !

Submitted by Herve on Thu, 20/09/2012 – 17:07.

Took me almost three years to get the HQ contests done to my (and the players’) satisfaction. Make sure they understand the RP mechanics (the first side who inflicts 5 to the other wins, but it’s the number of RP between two sides which determines the level of victory).

Then always remind them the “daring bid” approach. You know, whisper in your best corrupting voice :”you can decide to go for a particularly bold bid. If you win, you inflict + 1RP !!! But if you lose, you’ll take + 2 RP yourself… Your choice”. And now my players have integrated this rule, we simply agree it’s a daring bid when they describe a bold move. And sometimes they don’t get a choice – I rule what they try is bold.

Remember : an extended contest is usually solved after 3-4 exchanges. Never forget it’s only ONE EXCHANGE (dice vs dice), not attack-parry-counterattack-counterparry.

Enjoy!

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