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Age Of Dragons: Challenge Resolution
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=Complications= The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below. <br><br> ==Impossible tasks== Sometimes the GM will deem that a task is far too difficult to succeed. Generally he can invoke this rule if the challenge's '''Difficulty''' is at least twice the acting character's '''Technique'''. In this circumstance he can simply rule that the character cannot even attempt the challenge, as it is far too difficult for him. <br><br> ==Trivial tasks== Conversely, sometimes the GM will deem that a task is too easy to bother with. Generally he can invoke this rule if the challenge's '''Difficulty''' is at least half the acting character's '''Technique'''. In this circumstance he can simply rule that the character automatically succeeds at any ''Attempt'' actions directed at the challenge, effectively looking for a 1+ to count as a success. Note that a trivial task may still take some exertion to complete, as it may still have a high complexity. <br><br> ==Trying Again== Normally if the characters abandon a task, then they are exhausted and cannot try again. However, the GM might, after an appropriate period of rest, allow them to try again. For example, if the dragons are trying to smash down an ancient stone tower, but give up from exhaustion, the GM might rule that if they rest up for an hour, eat, drink and regain their strength, then they can start the challenge afresh. He might even reduce the complexity of the challenge to represent work already done. However, the GM is within his rights to say that a challenge cannot be tried again thanks to changing circumstances. For example, if a dragon is trying to win over a mob with sweet words, and he fails, then the mob will be antagonistic to him and won't listen again. <br><br> ==Fragile Situations== A '''Fragile Situation''' is a special sort of challenge, where failure to make progress towards the challenge results in instant failure. In these circumstances, as soon as a single ''Attempt'' action against the challenge fails, the whole challenge fails. For example, a ''Dragon'' could be attempting to fly at breakneck speeds through a pillared hall. In this circumstance, as soon as he fails an ''Attempt'' action, he crashes. As ''Fragile Situations'' generally make challenges a lot harder, GMs should generally employ them only as low ''Complexity'' challenges, so the situation is decided in one or two rolls. <br><br> ==GM Option: Assessing Action Quality== Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers. Essentially, for a described action of high quality, the GM rewards the player by giving his character a +1 (or more) bonus to the action's ''technique'' level. In contrast, for described action of low quality, the GM penalises the player by giving his character a -1 (or more) penalty to the action's ''technique'' level. A high quality action is: * Clever, showing the player has thought about the situation and come up with an appropriate solution. For example, when trying to break through a fort barricade, making a point of striking at the rotted timbers at the base. * Well roleplayed or described. For example, in an oratory to a crowd having the player make his speech in full. * Pleasingly dramatic, or lending itself to a pleasing or evocative narrative. For example, in a ritual spellcasting describing how the dragon casually eviscerates his sacrificial victim then casts the entrails into the pentagram. A low quality action is: * Stupid, showing the player is determined to pursue an idiotic course of action, in the face of obvious inappropriateness. For example, when trying to break down a wall doing so by headbutting it. * Badly or lazily roleplayed. For example, saying "I make a 3 dice attempt", and then refusing to elaborate on the narrative behind this. * Discordant with the narrative. For example, in a dramatic speech to troops on the eve of battle, telling them Monty Python jokes. Quality of action is a subjective judgment, so GMs should only invoke this rule if they are happy that their players will not feel aggrieved by punishment or feel that certain players are getting undue favouritism. <br><br> [[Category:Age_of_Dragons|Challenge Resolution]]
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