Editing Age Of Dragons: Conflict Resolution
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The base amount for your ''Technique'' is a ''Sphere rating'' (i.e. Pneuma, Soma or Sophis), with a ''Skill bonus'' equal to your ''Arete'' in a relevant lifepath if you have an appropriate ''Skill Edge''. | The base amount for your ''Technique'' is a ''Sphere rating'' (i.e. Pneuma, Soma or Sophis), with a ''Skill bonus'' equal to your ''Arete'' in a relevant lifepath if you have an appropriate ''Skill Edge''. | ||
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''Technique'' level needs to be determined for both the acting character and the targeted character. | ''Technique'' level needs to be determined for both the acting character and the targeted character. | ||
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For example, in a physical conflict a Dragon that makes a furious assault of biting and clawing might calculate his Technique for the attack as follows: | For example, in a physical conflict a Dragon that makes a furious assault of biting and clawing might calculate his Technique for the attack as follows: | ||
− | * Soma ( | + | * Soma (55) + Warmaster Arete from ''Combat Training'' skill (45) = Total Technique (100). |
Whereas his target might calculate his defensive ''Technique'' as follows: | Whereas his target might calculate his defensive ''Technique'' as follows: | ||
− | * Soma ( | + | * Soma (50) + Skydancer Arete from ''Aerobatics'' skill (20) = Total Technique (70). |
Different actions in a single Conflict may be based on different Spheres and use different skills, and this have different ''Technique'' ratings. | Different actions in a single Conflict may be based on different Spheres and use different skills, and this have different ''Technique'' ratings. | ||
− | Aside from | + | Aside from ''Skill Edges'', several other factors may increase (or even decrease) ''Technique'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. |
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− | == | + | ==Effect== |
− | The ''' | + | The '''Effect''' rating of an action determines the magnitude of any outcome. For example, with a flurry of wing-strikes designed to keep an enemy on the defensive, the ''Effect'' rating would determine how much ''Energy Pool'' the target loses. |
− | By default, the '' | + | By default, the ''Effect'' rating of a successful action is equal to the total of all dice rolled. |
− | + | Some factors, however, may increase (or even decrease) ''Effect'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Effect'' ratings. | |
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− | Some factors, however, may increase (or even decrease) '' | ||
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==Action Cost== | ==Action Cost== | ||
The '''Action Cost''' rating of an action determines how much ''Energy'' it costs you to carry out. | The '''Action Cost''' rating of an action determines how much ''Energy'' it costs you to carry out. | ||
− | By default, the ''Action Cost'' rating of a successful action is equal to the | + | By default, the ''Action Cost'' rating of a successful action is equal to the total of all dice rolled. |
− | Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. | + | Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Action Cost'' ratings. |
− | ''Action Costs'' are always paid from the ''Energy Pool'' | + | It's also worth noting that ''Action Costs'' are always paid from the active ''Energy Pool'' being used in the conflict. For example, in a ''physical conflict'', all ''action costs'' are paid from ''Physical Energy Pool'', even if that action was a non-physical one (such as spellcasting or combat leadership). |
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=Resolving Conflicts= | =Resolving Conflicts= | ||
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*5. Determine Technique | *5. Determine Technique | ||
*6. Roll the Dice | *6. Roll the Dice | ||
− | *7. Resolve | + | *7. Resolve Effect (if successful) |
− | *8. | + | *8. Resolve Energy Cost |
*9. End or continue conflict | *9. End or continue conflict | ||
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Note that the GM should be very clear about the defeat conditions, and should attempt to place realistic conditions dependent on the narrative. Its worth noting, as above, that a physical defeat doesn't have to mean death, and indeed if the GM uses life-or-death conflicts too often, then he can expect a high mortality rate for his player's characters over the campaign. Instead, the ''Conflicts'' over the course of a story should have varying levels of severity in their defeat condition, so that when the GM does present a ''Conflict'' with an especially scary defeat condition, it has more dramatic impact. | Note that the GM should be very clear about the defeat conditions, and should attempt to place realistic conditions dependent on the narrative. Its worth noting, as above, that a physical defeat doesn't have to mean death, and indeed if the GM uses life-or-death conflicts too often, then he can expect a high mortality rate for his player's characters over the campaign. Instead, the ''Conflicts'' over the course of a story should have varying levels of severity in their defeat condition, so that when the GM does present a ''Conflict'' with an especially scary defeat condition, it has more dramatic impact. | ||
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==4. Select Action Type== | ==4. Select Action Type== | ||
− | An ''Action'' is something that the character with the | + | 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. | 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. | ||
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* '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.''' | * '''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 entire point''. | |
− | + | "Supported by the characters capabilities" is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in any conflict, 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=== | ===Assault=== | ||
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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. | 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 '' | + | A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Effect'' rating of the action. |
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Examples of ''Assault'' actions in different contexts might include: | Examples of ''Assault'' actions in different contexts might include: | ||
− | * '''In a ''Physical'' melee:''' Launching | + | * '''In a ''Physical'' melee:''' Launching strike after strike 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 ''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. | * '''In a ''Mental'' game of strategy:''' Working an aggressive gambit that forces your opponent to react rather than act. | ||
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===Finisher=== | ===Finisher=== | ||
− | This is | + | This is the default attack option late in a conflict, representing an attempt by the character to defeat his opponent. |
− | A successful ''Finisher'' has a chance of ''Defeating'' the opponent. Compare the '' | + | A successful ''Finisher'' has a chance of ''Defeating'' the opponent. Compare the ''Effect'' rating of the action to the target's ''Energy Pool''. If the ''Effect'' rating is equal or higher, then that target is ''Defeated''. |
− | Note that a ''Finisher'' doesn't actually reduce a target's ''Energy Pool'', so if the '' | + | Note that a ''Finisher'' doesn't actually reduce a target's ''Energy Pool'', so if the ''Effect'' 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: | Examples of ''Finisher'' actions in different contexts might include: | ||
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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. | 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 | + | A successful ''Escape'' results in you leaving the ''Conflict'' altogether. You do not suffer the ''Defeat Condition'' but you can no longer participate in it either. |
Examples of ''Escape'' actions in different contexts might include: | Examples of ''Escape'' actions in different contexts might include: | ||
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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. | 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. | ||
− | + | A successful buff increases either the target's ''Effect'' or ''Technique'' by an amount equal to the ''Effect'' rating of the buff action. | |
− | + | A successful debuff decreases either the target's ''Effect'' or ''Technique'' by an amount equal to the ''Effect'' rating of the debuff action. | |
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. | 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. | ||
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* '''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 ''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. | * '''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. | ||
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===Alter Situation=== | ===Alter Situation=== | ||
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'''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. | '''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 '' | + | 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 ''Effect'' 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 ''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 ''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 | + | * '''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 effect rating). |
These sort of actions need to be improvised on the fly! | These sort of actions need to be improvised on the fly! | ||
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Compare the ''Technique'' of the attacker (acting character) with the ''Technique'' of the defender (target character). | Compare the ''Technique'' of the attacker (acting character) with the ''Technique'' of the defender (target character). | ||
− | * If the attacker has higher technique, then the '''attacker has advantage'''. This means that an action is considered successful if at least one dice rolls | + | * If the attacker has higher technique, then the '''attacker has advantage'''. This means that an action is considered successful if at least one dice rolls 4+. |
− | * If the attacker has equal technique to the defender, then '''neither has advantage'''. This means that an action is considered successful if at least one dice rolls | + | * If the attacker has equal technique to the defender, then '''neither has advantage'''. This means that an action is considered successful if at least one dice rolls 5+. |
− | * If the defender has higher technique, then the '''defender has advantage'''. This means that an action is considered successful if at least one dice rolls | + | * If the defender has higher technique, then the '''defender has advantage'''. This means that an action is considered successful if at least one dice rolls 6+. |
Advantage in combat is very important, as it makes a big difference to your odds of a successful action! | Advantage in combat is very important, as it makes a big difference to your odds of a successful action! | ||
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* Full exertion = 3 dice. | * Full exertion = 3 dice. | ||
− | You then look to see if you have succeeded. | + | You then look to see if you have succeeded. |
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+ | ==7. Resolve Effect (if successful)== | ||
+ | ==8. Resolve Energy Cost== | ||
==9. End or continue conflict== | ==9. End or continue conflict== | ||
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=Complications= | =Complications= | ||
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==Difficulty Modifiers== | ==Difficulty Modifiers== | ||
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==Equipment and Situation Modifiers== | ==Equipment and Situation Modifiers== | ||
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==Defeat Option: Choosing to up the Ante== | ==Defeat Option: Choosing to up the Ante== | ||
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==GM Option: Forcing up the Ante== | ==GM Option: Forcing up the Ante== | ||
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==GM Option: Assessing Action Quality== | ==GM Option: Assessing Action Quality== | ||
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==Simultaneous Conflicts== | ==Simultaneous Conflicts== | ||
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==Non-Conflict Actions during Conflicts== | ==Non-Conflict Actions during Conflicts== | ||
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[[Category:Age_of_Dragons|Conflict Resolution]] | [[Category:Age_of_Dragons|Conflict Resolution]] |