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Age Of Dragons: Conflict Resolution
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===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.
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