Editing Age Of Dragons: Conflict Resolution
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For example, on a full exertion (3 dice) where the attacker has advantage (3+ for success), a roll of 2, 4 and 6 would work out as an ''Power Rating'' of 2 | For example, on a full exertion (3 dice) where the attacker has advantage (3+ for success), a roll of 2, 4 and 6 would work out as an ''Power Rating'' of 2 | ||
− | Some factors, however, may increase (or even decrease) '' | + | 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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==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. | ||
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* '''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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* If the acting character's technique is higher than the difficulty, then the '''action is at advantage'''. This means that an action is considered successful if at least one dice rolls 3+. | * If the acting character's technique is higher than the difficulty, then the '''action is at advantage'''. This means that an action is considered successful if at least one dice rolls 3+. | ||
* If the acting character's technique is equal to the difficulty, then the '''action has no advantage or disadvantage'''. This means that an action is considered successful if at least one dice rolls 4+. | * If the acting character's technique is equal to the difficulty, then the '''action has no advantage or disadvantage'''. This means that an action is considered successful if at least one dice rolls 4+. | ||
− | * If the acting character's technique is lower than the difficulty, then the '''action is at disadvantage'''. This means that an action is considered successful if at least one dice rolls | + | * If the acting character's technique is lower than the difficulty, then the '''action is at disadvantage'''. This means that an action is considered successful if at least one dice rolls 6+. |
Assigning difficulties on the fly takes some skill on the part of the GM. For quick reference: | Assigning difficulties on the fly takes some skill on the part of the GM. For quick reference: | ||
− | * ''Difficulty | + | * ''Difficulty 3:'' A task that is trivial for dragons. |
* ''Difficulty 4:'' A task that is easy for dragons. | * ''Difficulty 4:'' A task that is easy for dragons. | ||
− | * ''Difficulty | + | * ''Difficulty 5:'' A task that is standard for dragons. |
− | * ''Difficulty | + | * ''Difficulty 6:'' A task that is challenging for dragons. |
− | * ''Difficulty | + | * ''Difficulty 7:'' A task that is hard for dragons. |
− | * ''Difficulty | + | * ''Difficulty 8:'' A task that is very hard for dragons. |
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Now, the active character deducts the ''action cost'' of the action from his ''Energy Pool''. | Now, the active character deducts the ''action cost'' of the action from his ''Energy Pool''. | ||
− | If this would reduce ''Energy Pool'' to | + | If this would reduce ''Energy Pool'' to a negative number, then ''Energy Pool'' is instead set to 0. |
− | For example, if the ''action cost'' would reduce your ''Energy Pool'' to -2, then your Energy Pool instead becomes | + | For example, if the ''action cost'' would reduce your ''Energy Pool'' to -2, then your Energy Pool instead becomes 0. |
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The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below. | The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below. | ||
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==Difficulty Modifiers== | ==Difficulty Modifiers== | ||
− | Sometimes the GM will deem that a task is especially difficult. In this circumstance he can | + | Sometimes the GM will deem that a task is especially difficult. In this circumstance he can state that to succeed the roll will need two dice in the success range instead of one. For especially difficult tasks he can state that the roll will need three dice in the success range instead of one. |
− | + | With a particularly easy task, the GM may deem that no dice in the success range are needed at all. In this case, the acting character still rolls dice (in order to determine effect level and action cost), but even if he has no dice in the success range, his action is considered to have succeed. | |
Examples: | Examples: | ||
− | * '''In a ''Physical'' melee:''' Flying away from a pack of | + | * '''In a ''Physical'' melee:''' Flying away from a pack of wyverns isn't easy. Two dice in the success range are needed for the Escape action to be successful. |
− | * '''In a ''Social'' persuasion:''' Persuading a demon is naturally harder than persuading a dragon or human, because of alien mindset and natural antipathy. | + | * '''In a ''Social'' persuasion:''' Persuading a demon is naturally harder than persuading a dragon or human, because of alien mindset and natural antipathy. Two dice in the success range are needed for any persuasion to be successful. |
− | * '''In a ''Mental'' game of strategy:''' Walking away from the game | + | * '''In a ''Mental'' game of strategy:''' Walking away from the game doesn't take any real effort. Escape actions are automatically successful. |
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==Equipment and Situation Modifiers== | ==Equipment and Situation Modifiers== | ||
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Examples: | Examples: | ||
− | * A suit of steel plate draconic armour provides formidable defence against attempts to injure a dragon. The GM may rule that this gives a - | + | * A suit of steel plate draconic armour provides formidable defence against attempts to injure a dragon. The GM may rule that this gives a -10 debuff to ''Effect'' for physical ''Finisher'' moves against this Dragon. |
− | * Driving rain over a battlefield makes fire based attacks somewhat weaker. The GM may rule that this gives a - | + | * Driving rain over a battlefield makes fire based attacks somewhat weaker. The GM may rule that this gives a -5 debuff to ''Technique'' for any fire-based attacks. |
Equipment is examined in more detail in a separate chapter. | Equipment is examined in more detail in a separate chapter. | ||
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Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers. | 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 + | + | Essentially, for a described action of high quality, the GM rewards the player by giving his character a +10 (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 - | + | In contrast, for described action of low quality, the GM penalises the player by giving his character a -10 (or more) penalty to the action's ''technique'' level. |
A high quality action is: | A high quality action is: | ||
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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. | 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. | ||
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==Simultaneous Conflicts== | ==Simultaneous Conflicts== | ||