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Age Of Dragons: Conflict Resolution
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==4. Select Action Type== An ''Action'' is something that the character with the ''Initiative'' actively does, to seek to affect the course of the conflict in some way. This is an admittedly vague description, but the conflict system is by its nature abstract, so GMs and players can be flexible and creative! When the player declares his characters action (or the GM declares his NPCs' actions) he describes in full what he is trying to achieve, adding roleplaying flourish if he wishes. The below list of action types are suggested as guidance and suggestions that will cover the majority of conflict actions that a character might engage in, but the list is not intended to be exhaustive, and GMs and players should be open minded to making up new rules on the fly for actions not covered here... One important rule applies: * '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.''' ''"Supported by the narrative"'' means that the action must make sense within the context of the conflict and the story so far. You cannot, for example, declare that your dragon is attacking with his armour spikes when its clear from the narrative that his armour is a hundred miles away in the dragon's lair. ''"Supported by described actions"'' means that both the GM and players have responsibility for describing the actions of characters under their control. It is not acceptable, for example, to simply declare ''"I make a 3 dice Assault"'' as your action. The narrative and the roleplaying are not just a side effect of the Conflict system - they are its goal and purpose. ''"Supported by the characters capabilities"'' is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in most conflicts, but generally either specialised edges or smart roleplaying are needed to attempt other action types. For example, in melee combat, if you want to debuff your enemy's fighting ''Technique'' rating, you'd need some means to do so, such as a magic that curses and weakens him, or a special combat technique that hampers his fighting style. ===Assault=== This is the default attack option early in a conflict, representing an attempt by the character to maintain control of the conflict through aggression and forward posturing. A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Power'' rating of the action. If this would reduce ''Energy Pool'' to a negative number, then his ''Energy Pool'' is instead set to a positive number of equal integer value. For example, if the ''Assault'' would reduce the target's ''Energy Pool'' to -1, then his Energy Pool instead becomes 1. Examples of ''Assault'' actions in different contexts might include: * '''In a ''Physical'' melee:''' Launching a flurry of claw attacks at an opponent to keep them on the defensive. * '''In a ''Social'' persuasion:''' Firing off quickfire arguments in an assertive voice, and without pause, to keep control of the conversation. * '''In a ''Mental'' game of strategy:''' Working an aggressive gambit that forces your opponent to react rather than act. ===Finisher=== This is an attack option for late in a conflict, representing an attempt by the character to actually defeat his opponent. A successful ''Finisher'' has a chance of ''Defeating'' the opponent. Compare the ''Power'' rating of the action to the target's ''Energy Pool''. If the ''Power'' rating is equal or higher than the target's ''Energy Pool'', then that target is ''Defeated''. Note that a ''Finisher'' doesn't actually reduce a target's ''Energy Pool'', so if the ''Power'' rating isn't sufficient to trigger a ''Defeat'', then the action is effectively wasted. Knowing the right moment to switch from ''Assaults'' to ''Finishers'' is an important part of ''Conflict'' strategy. Examples of ''Finisher'' actions in different contexts might include: * '''In a ''Physical'' melee:''' Making a bite for the opponent's throat, with a view to the kill. * '''In a ''Social'' persuasion:''' Stating your conclusions, wrapping up your argument, and waiting to see if you've done enough to persuade your opponent. * '''In a ''Mental'' game of strategy:''' Moving pieces towards a checkmate attempt. ===Escape=== This is used to exit a conflict that you don't think you can win, or which you don't want to be part of. A successful ''Escape'' results in you leaving the ''Conflict'' altogether. You do not suffer the ''Defeat Condition'' but you can no longer actively participate in the conflict. Examples of ''Escape'' actions in different contexts might include: * '''In a ''Physical'' melee:''' Flying away from the battle. * '''In a ''Social'' persuasion:''' Making your excuses, then walking away. * '''In a ''Mental'' game of strategy:''' Stopping the game, and refusing to play. Note that ''Escape'' is slightly more complicated then most actions, and is something that is incorporated into the narrative. Different consequences could follow your Escape. For example, a dragon fleeing a physical combat could be pursued by other flying combatants (thus starting a new physical conflict that represents the pursuit). A dragon that walks away from an argument might be perceived as having lost, even if he was not defeated. Also, Escape is sometimes easier or harder than default - see '''Difficulty Modifiers''' below. ===Buff/Debuff=== A '''buff''' is an action that increases a stat, whereas a '''debuff''' is an action that decreases a stat. Generally you put buffs on your allies, and debuffs on your enemies. By default, a successful buff adds X to a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating. By default, A successful debuff deducts X from a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating. Stats which can be effected might include ''Arete'' with relation to a single ''Edge'' (most commonly a Skill rating), or ''Power'' with relation to all future actions of a certain type. Note that buffs and debuffs normally require some sort of special effect to achieve (such as magic or a specialised technique) and have an effect that lasts until the end of the ''Conflict'', though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a buff or debuff tends to apply to only a thematically linked group of actions. Examples of ''Buff/Debuff'' actions in different contexts might include: * '''In a ''Physical'' melee:''' Using the ''Suspire of Wind'' to cajole wind spirits into throwing your opponent off balance, thus debuffing his ''Technique'' with regards to flying physical actions. * '''In a ''Social'' persuasion:''' Using the ''Suspire of Fire'' to wreathe yourself in flame, thus buffing your ''Technique'' with regards to intimidation attempts. * '''In a ''Mental'' game of strategy:''' Acting seductively to throw off the concentration of your opponent, thus debuffing his ''Technique'' with regards to game playing. The GM is advised to beware of certain game-breaking buff/debuffs which can break game balance, and disallow them as they arise. The three most common buff/debuff actions that a GM should prevent are: * Allowing a buff to increase the effectiveness of future buff actions. This can lead to an "infinite buff loop". * Allowing a buff or debuff to directly increase or decrease someone's Energy Pool. This can mess up the Initiative system and potentially allow game breaking advantage in number of actions available. * Allowing buffs or debuffs to "stack" cumulatively. Generally the GM should rule that only the highest buff or debuff applies. Generally, the GM should employ common sense to stop this action breaking game balance. ===Alter Situation=== '''Alter Situation''' is an action that globally changes the Conflict in some way normally in a way that is favourable to you or detrimental to your opponent. A successful action of this sort generally requires a little GM interpretation as to what the effect is, with the general guideline that a higher ''Power'' rating results in a more dramatic alteration of the situation. * '''In a ''Physical'' melee:''' Using the ''Suspire of Wind'' to drive you and your opponent up in altitude, lifting you above the forest canopy and into the open to better suit your fighting techniques. * '''In a ''Social'' persuasion:''' Using the ''Suspire of the Arcane'' to disenchant an opponent, wiping all magical buffs and debuffs off him. * '''In a ''Mental'' game of strategy:''' Engaging in a forced prolonged exchange of pieces, that leaves the game board greatly simplified (and results in both players losing ''mental energy'' equal to twice the ''power'' rating). These sort of actions need to be improvised on the fly! <br><br>
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