Hero Wars Tips & Techniques
 
Extended Contests


1)
The max bet is equal to your Starting AP Total. Your Starting AP Total is your base ability modified by Narrator assigned bonuses. This does not include APs from magic or followers. So... no more 500AP bets! :)

2) You can always bet your Starting AP Total, even if you only have a single AP remaining - or even none, as a Final Action. You had better win, or you're toast! Only heroes or major NPCs can bet more APs than they currently have (or their Starting AP Total).

3) Final Action: If you are reduced to zero or fewer AP, then you can make a roll (Tough, Resist Pain, ect) to make a Final Action. Remember that you can bet your starting AP total at any time. If you get lucky, you might get yourself back in the battle. If you are unlucky, you might just die.

4) You can never transfer more APs than you have, regardless of the contest result. ie. If you have 1 AP, bet 20 and fumble, you might loose 60 APs (and probably die) - but you would only transfer a single AP.

5) You can act early in a round by spending 5 AP. If someone then wants to go before you they have to spend three more than you did (8 AP = 5+3).

6) You can wait as long as you want in a round to act, at no cost.

7) You can choose to trade 7 AP of damage for a wound (-1 to your opponent's abilities). Any APs remaining less the 7pts for causing a wound are subtracted from your opponent as normal. (For example: if you cause your opponent to loose 10APs, you can choose to have him loose 3APs and take a wound.) You can't trade 14 APs for two wounds, but you could inflict a wound every round if you keep winning. This rule applies to any contest, not just combat, so you can inflict wounds of pride during a debate, ect.

Note: if you have a +6 edge (from a spell or such) then this is practically free!

8) Attacking multiple opponents: The way this works is that you make one roll (with a -3 for each extra defender) which is applied to all defenders. The defenders roll separate defenses against your single attack, and the highest defense roll is used. If you win, you divide your AP wager among the defenders as you like. If you fail badly enough for a transfer, then the defender with the best defense roll gets the points.

9) Defending against multiple opponents: Each defense after the first incurs a cumulative -3 penalty.

Note: If you have followers, they negate the multiple attack penalty. Thus, if you have four followers (however wimpy) they allow you to attack five defenders without penalty! Likewise, if you are being attacked by multiple opponents, your followers (however wimpy) cancel out the multiple defense penalty.

10) Followers are followers: HeroWars is a game focused on player characters. A character's followers add the value of their most relevant ability (possibly modified for improvisation) to the character's final AP total. Followers do not generally act on their own. In my game, I allow players to use a follower's ability as their own in a contest if he or she doesn't have a relevant ability. For example, Borlivan the sorcerer might use the close combat ability of his bodyguard in a fight. His Starting AP Total would be based on the ability rating of his bodyguard. He would contribute his most relevant ability rating (possibly a magical attack) to the total APs.

11) Followers may take unrelated actions: A follower may take an unrelated action during an extended at the cost of 3AP. If the player character is not the primary actor in the contest (as per #10 above), then he may use this rule to take unrelated actions. For example: Borlivan the sorcerer is in an extended contest using the Close Combat of his bodyguard. He wants to cast Shield of Air on a desperate comrade, so he spends 3AP and casts the spell. This does not prevent his bodyguard from making his attack during the current round of the contest.

Note: Allowing a follower to be the primary actor in an extended contest is not a universally accepted rule. This should be considered a House Rule of the Lions of Rhugandy HeroWars campaign.

10/04/01