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About mikyra

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  1. As far as I understood it, the pass/fail cycle is a helpful tool to auto adjust the difficulty of contests to the current capabilities of the group. Preventing the story from: getting too boring because every contest is an easy win getting too frustrating because every contest is an almost sure fail. IMHO countering the effect of accumulated penalties in a series of defeats by lowering the difficulty level of future contests is one of the desired effects of the pass/fail cycle to break the vicious cycle of ever winning / ever loosing contests. I guess especially for p
  2. It seems I am in trouble again. This time I am trying to figure out how to treat the "losers" add 1 to the Resolution Points scored against them rule in case of Disengagement during a Climactic Action. QUESTION 1: In an Extended Contest does a disengaged participant suffer the additional RP, because he loses the contest instantly? QUESTION 2: In a Group Extended Contest does the last participant standing suffer the additional RP if he disengages, because he makes his team lose instantly? QUESTION 3: In a Group Extended Contest, does a participant, whos team loses the conte
  3. Thanks a lot. Things seem to make perfect sense now. It was exactly this mistake I made, missing the fact that the only idea of determining consequences as soon as a hero disengages is to make him suffer a (possibly lower than the final) penalty early.
  4. OK guys, so here is another oddity. This time it is about Disengagement in a Group Extended Contest. source 1: The box "Disengagement in Group Extended Contests" (page 81) reads: Original scores remain intact if you renter a group extended contest after having disengaged from it [...] source 2: The text of the section "Disengaging" (page82) reads: In a climactic scene, however Resolution Points scored during contests you disengaged from are still taken into account when determining consequences. In the case of a group contest, consequences against you are d
  5. It may seem odd to answer ones own questions, but just in case someone else stumbles across the same problem, I decided to do it nonetheless. Reading the box on page 82 again, I found the following piece of information. So the correct answer is option (a): During a Rising Action the hero would suffer the SoA Hurt twice.
  6. And yet another problem I stumbled across, trying to summarize the Pass/Fail Cycle. It seems that either the table given on page 117 is broken, or I am to stupid to understand how to read it. Starting on page 116 it says I guess both "Major Defeat" and "Major Victory" are meant to be read as: (1) each Major Defeat or worse (i.e. or Complete Defeat) (2) each Major Victory or better (i.e. or Complete Victory) But even using this interpretation it is impossible to read the table in corner cases. To make explaining the problem a bit easier, I will use the foll
  7. Thanks for reminding me of this fact. While the general idea is really nice and simplifies a lot of things – e.g. order in a Group Extended Contest and application of Multi Opponent Penalties to name just a few – I guess it will still take some time for me to get used to it. Coming from other systems, I still find myself caught in a trap looking for symmetry that isn't meant to be there, from time to time.
  8. Reading the rules on, again I stumbled across a number of questions. Augments Using the Quick Augments (page 104) option it says I should use the augmenting ability divided by 5 rounded up. QUESTION: Does this mean I convert masteries to score points first? So for example an ability rating of "1 W 2" would grant an augment of +9 ? Healing QUESTION: May I make a healing attempt only once? It seems there is no limit on the number of tries - well besides killing the patient by accident of course. Is it meant to be that way, as a failed healing attempt
  9. Of course it is a Trollkin ! "Trolling" is the German name translators of works like "Einführung in Glorantha" (Introduction to Glorantha) came up with. Just like a German "Drachenmolch" in fact is a Dragonewt. Unfortunately writing up the example I forgot to translate the German "Trolling" back to an original "Trollkin".
  10. Thanks a lot! Things seem to get clearer now. Yes, of course I made the mistake to miss the distinction "per oponent vs overall" or "individual-by-individual vs total group" both of you mentioned. On page 84 it reads "the winning side’s victory level", so I guess the method explained there would only be used in the "overall" or "total group" case. Or in other words to determine the LoV, I would: (1) use the box on page 82 to assign "per opponent" aka "individual-by-individual" LoV (2) use the information on page 84 to assign "overall" aka "total group" LoV In th
  11. Hello together, it's the the stupid German again. This time I am stuck trying to figure out the details of (Group) Extended Contests. Trying to understand how things work here, there are still two questions, I didn't find an answer for. QUESTION 1: Is it possible to Augment an Assist? QUESTION 2: How to determine the Level of Victory in a Group Extended Contest? It seems there either is some information missing, or there is another contradiction in the rules given on page 84 and page 82. page 84 The section "Determining Climactic Consequences" here reads:
  12. GSC consequences Thanks a lot for the insight. The explanation "not getting the prize may be penalty enough" sounds a lot more convincing than the "for whatever reason" I posted above. Sidenote p. 63 Nice you found the sidenote on page 63. I completely missed it reading the GSC rules starting on page 70 over and over again. There is a reference to it on page 72, starting: "When singling out participants [...]" Which using my poor knowledge of the English language, I understood to mean the case, where I apply different "consequences" to the individual participants ins
  13. I like the idea of both you (@jrutila) and @jajagappa to allow single bumps in GSC and just adjust the difficulty level. Yet I will have to check if a house rule like that also meets the consensus of our group. Right at the moment my only "job" is to translate and somehow summarize the rules given by the HeroQuest Glorantha rule book. But I guess I will have to leave this point open at the moment, because it is not clear what the rules are trying to say here. Maybe you can help me with two other questions that during this conquest turned up, while I was still studying GSC rules.
  14. Do you know if it is possible to reduce the number of players participating in a "Group Simple Contest" below all players? If this is possible, it could be a nice option to have a variable number of players instead of two (one augmenting and one making a simple contest) participate in a contest without having to involve the whole group. But I am not sure if this is allowed. In the rules it says (see: page 70) The part "all of the participating heroes" in (1) seems to make this an option. Yet I am not sure if the part "each player rolls" in (2) and "The Game Mast
  15. Thanks a lot for your reply. contradiction 2 This was extremely valuable information, and - as a special bonus - makes the rules feel to be a much rounder thing to me. Not for esthetic reasons only: As someone who is playing different systems and switching between them, lots of special cases, specific exceptions, etc. often feel very annoying making it so much harder to remember things correctly. Just having to remember the simple rule "You always invest Hero Points after the result" seems to make things so much easier here. contradiction 1 Unfortunately the
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