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=Contests=
 
=Contests=
 
==Full Contest Resolution==
 
==Full Contest Resolution==
However a contest is conceived in story-terms, it plays out the same way mechanically: the protagonist adds up his relevant modifiers, subtracts the antagonist’s relevant modifiers, and adds that to the roll of a single [[d12]]The number that results is compared to the chart below.  A total of 7 or greater results in checks beings delivered to the opponent.  A total of 6 or less results in checks being delivered to the protagonist.
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However a contest is conceived in story-terms, it plays out the same way mechanically: the protagonist adds up his relevant modifiers, subtracts the antagonist’s relevant modifiers, and adds that to the roll of a single, d12.  That number that results is compared to the chart below.  A total of 7 or greater results in checks beings delivered to the opponent.  A total of 6 or less results in checks being delivered to the protagonist.
  
This means that an actor can, in some sense, hurt himself by acting just as he could hurt his opponent.  An action taken in a contest is a gamble: do you win or lose?  Move closer to success or failure?  This means that the basic roll is not a “to hit” roll, as is more usually seen in RPGs.  Rolling low doesn’t mean that you missed.  It means that you swung your sword and it was parried and now you’re a little off-balance.  Or you hurt your wrist.  Or maybe that your execution was perfect, but suddenly your opponent’s man-servant threw himself in front of you.  It means something—<i>anything</i>—but always something more interesting than “you missed”.
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This means that an actor can, in some sense, hurt himself by acting just as he could hurt his opponent.  An action taken in a contest is a gamble: do you win or lose?  Move closer to success or failure?  This means that the basic roll is not a “to hit” roll, as is more usually seen in RPGs.  Rolling low doesn’t mean that you missed.  It means that you swung your sword and it was parried and now you’re a little off-balance.  Or you hurt your wrist.  Or maybe that your execution was perfect, but suddenly your opponent’s man-servant threw himself in front of you.  It means something—anything—but always something more interesting than “you missed”.
  
Contests are goal-oriented, rather than task-oriented and each roll of the die represents an attempt to achieve the actor’s goal.  <b>SAMSARA’s</b> system of contest resolution is thus abstract, rather than action-specific.  How that goal is furthered or hindered, achieved or not, must be interpreted from the die result.  A high result means that the actor has come closer to achieving his goal, while a low result means that his attempt has been hampered.  That is all it means, but it does mean that.  The specifics of those meanings must be brought out be player and GM to suit the narrative style and needs of the story being told.
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Contests are goal-oriented, rather than task-oriented and each roll of the die represents an attempt to achieve the actor’s goal.  <b>SAMSARA’s</b> system of contest resolution is thus abstract, rather than action-specific.  How that goal is furthered or hindered, achieved or not, must be interpreted from the die result.  A high result means that the actor has come closer to achieving his goal, while a low result means that his attempt has been hampered.  That is all it means, but it means that.  The specifics of those meanings must be brought out be player and GM to suit the narrative style and needs of the story being told.
  
 
==Determining the Actor’s Modifier==
 
==Determining the Actor’s Modifier==
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Don’t worry about the Success Descriptors right now (see Simple Contests for that) or the fractions.  Let’s take the first two columns first.
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Don’t worry about the Success Descriptors right now (see Simple Contests for that).  Let’s take the first two columns first.
  
 
==Extrapolating the Contest Roll==
 
==Extrapolating the Contest Roll==
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*One could roll 2d6 instead of 1d12.  This would keep the same range of possible outcomes, more-or-less, but due to the shift in probability distribution from flat to bell-curved (well, triangular, actually), the results will tend more toward the middle, with a roll of 7 as the most likely outcome.  The effect of this variation would be to favor the more capable actors in a contest as the random factor of the die will be diminished.  This would make for a grittier game, with less wild occurrences.  On the other hand, that also means that the most likely raw outcome is a success, unless you shift the results table down.
 
*One could roll 2d6 instead of 1d12.  This would keep the same range of possible outcomes, more-or-less, but due to the shift in probability distribution from flat to bell-curved (well, triangular, actually), the results will tend more toward the middle, with a roll of 7 as the most likely outcome.  The effect of this variation would be to favor the more capable actors in a contest as the random factor of the die will be diminished.  This would make for a grittier game, with less wild occurrences.  On the other hand, that also means that the most likely raw outcome is a success, unless you shift the results table down.
  
*By rolling 2d8, one would also tend to reduce randomness and favor the more capable, but with a greater possible range of outcomes.  This would somewhat counter-act the first effect and allow a greater possibility for wild, unexpected occurrences.  This variation is then a mix between grittier and wilder.  If you use this variation, you might want to shift the results of the contest roll by two places since the average roll will be a 9.  So 9 should result in .33 checks, 10 in .66, and so on.  If you don’t do this, then everybody will start doing very much better in contests.  Which is fine if that’s what you want.
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*By rolling 2d8, one would also tend to reduce randomness and favor the more capable, but with a greater possible range of outcomes.  This would somewhat counter-act the first effect and allow a greater possibility for wild, unexpected occurrences.  This variation is then a mix between grittier and wilder.  If you use this variation, you might want to shift the results of the contest roll by two places since the average roll will be a 9.  So 9 should result in .25 checks, 10 in .5, and so on.  If you don’t do this, then everybody will start doing very much better in contests.  Which is fine if that’s what you want.
  
 
*3d6 just increases the variation from above: an even wider range of possible outcomes with a much more pronounced probability curve (a real curve in this case).  Again, you might want to shift the results of the contest roll as the most likely result of 3d6 is a 10 or 11.
 
*3d6 just increases the variation from above: an even wider range of possible outcomes with a much more pronounced probability curve (a real curve in this case).  Again, you might want to shift the results of the contest roll as the most likely result of 3d6 is a 10 or 11.
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Thus, for example, the Mad Berserker goes into a berserk.  This means he is attacking with an Effect rating of 4.  His least successful contest roll would be a 7 (everybody’s least successful contest roll); the chart says that a 7 means .33 checks delivered.  So this foaming-mouthed chap multiplies 4 by .33 and ends up with 2 checks delivered.  Even his least successful roll isn’t too shabby.  If he had a contest roll of 10, he would multiply 4 by 1.66 and deliver 7 checks.  A good roll by the berserker could put an average opponent out in one go.
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Thus, for example, the mad berserker goes into a berserk.  This means he is attacking with an Effect rating of 4.  His least successful contest roll would be a 7 (everybody’s least successful contest roll); the chart says that a 7 means .33 checks delivered.  So this foaming-mouthed chap multiplies 4 by .33 and ends up with 2 checks delivered.  Even his least successful roll isn’t too shabby.  If he had a contest roll of 10, he would multiply 4 by 1.66 and deliver 7 checks.  A good roll by the berserker could put an average opponent out in one go.
  
But consider further.  If the Berserker rolls a 1, he would multiply 4 by -2, meaning that he delivered -8 checks, or delivered 8 checks to himself.  Odds are he’s out of the fight with one bad round.  It’s easy to get into trouble by blindly charging and going full tilt.  This, then, is the essence of tactics in SAMSARA.  A larger potential to deliver checks top your opponent is always a larger potential to do the same to yourself.
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But consider further.  If the berserker rolls a 1, he would multiply 4 by -2, meaning that he delivered -8 checks, or delivered 8 checks to himself.  Odds are he’s out of the fight with one bad round.  It’s easy to get into trouble by blindly charging and going full tilt.  This, then, is the essence of tactics in SAMSARA.  A larger potential to deliver checks top your opponent is always a larger potential to do the same to yourself.
  
Because physical combat is easy to visualize, the tactics are described in terms appropriate to that sort of contest.  But they should not be restricted to combat.  The system is designed to make other sorts of contests as interesting and involving as fights and so tactics apply in these spheres too.  There is a difference between one actor attempting to persuade the guard to let him pass by speaking reasonably and logically (Effect rating 1) and another yelling and trying to browbeat the poor fellow (Effect rating 3 or 4).  One could try to solve “The Puzzle of the Ancients” by sitting and patiently trying to work it (Effect rating 1) or by throwing your whole being into it, neither eating nor sleeping until you solve this enigma (Effect rating 4).
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Because physical combat is easy to visualize, the tactics are described in terms appropriate to that sort of contest.  But they should not be restricted to combat.  The system is designed to make other sorts of contests as interesting and involving as fights and so tactics apply in these spheres too.  There is a difference between one actor attempting to persuade the guard to let him pass by speaking reasonably and logically (Effect rating 1) and another yelling and trying to browbeat the poor fellow (Effect rating 3 or 4).  One could try to solve “the Puzzle of the Ancients” by sitting and patiently trying to work it (Effect rating 1) or by throwing your whole being into it, neither eating nor sleeping until you solve this enigma (Effect rating 4).
  
 
===Variation: Weapons===
 
===Variation: Weapons===
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If you stress tactics, then base the Effect rating on the tactic and then -1 for smaller/less deadly weapons and +1 for larger/more deadly weapons.  If you stress weapons, then base the Effect rating on the weapon and -1 for a defensive/conservative tactic and +1 for a more aggressive tactic.   
 
If you stress tactics, then base the Effect rating on the tactic and then -1 for smaller/less deadly weapons and +1 for larger/more deadly weapons.  If you stress weapons, then base the Effect rating on the weapon and -1 for a defensive/conservative tactic and +1 for a more aggressive tactic.   
  
Thus, if you focus on tactics and you get the Mad Berserker into a fight with only a dagger, the Effect might be: 4 (from tactics) -1 (small weapon) = 3.  If you want to focus on weapons, then the Effect rating would be: 1 (dagger) + 1 (aggressive tactics) = 2.  The games’ focus will make a difference.
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Thus, if you focus on tactics and you that mad berserker get into a fight with only a dagger, the Effect might be: 4 (from tactics) -1 (small weapon) = 3.  If you want to focus on weapons, then the Effect rating would be: 1 (dagger) + 1 (aggressive tactics) = 2.  The games’ focus will make a difference.
  
 
Please recall that a minimum of 1 check must be delivered to either the protagonist or the antagonist, so Effect ratings below 1 are not possible.  See the next section for more on this principle.
 
Please recall that a minimum of 1 check must be delivered to either the protagonist or the antagonist, so Effect ratings below 1 are not possible.  See the next section for more on this principle.
  
 
==Something Always Happens==
 
==Something Always Happens==
This is a principle of design for SAMSARA.  Notice that there is no Contest Roll that results in zero checks being delivered.  Whenever an actor takes action in a contest, something happens.  Good or bad.  Minor or major.  But something always happens.  This might be considered the ultimate tactical choice: <i>action entails risk.</i>
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This is a principle of design for SAMSARA.  Notice that there is no Contest Roll that results in zero checks being delivered.  Whenever an actor takes action in a contest, something happens.  Good or bad.  Minor or major.  But something always happens.  This might be considered the ultimate tactical choice: action entails risk.
  
This should probably be true in the narrative sense as well.  This issue is ultimately up to the GM and the players, but “whiffing” is usually a very dull result.  If an actor is failing in an attempt to do something (i.e. is delivering checks to himself), there should be some reason.  Yang the Brute doesn’t just miss—he’s a nasty, bad-ass character, so that when he fails to hurt Essence of Jade, it is because the wily old hermit is leaping and dodging and stuffing eating utensils into his nasal orifice.  Essence, the gong fu monk, is super-cool, so when he fails in his attack on Yang, it’s because he is forced to knock out one of Yang’s cronies or his staff breaks on Yang’s hard head.  Or something.
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This should probably be true in the narrative sense as well.  This is ultimately up to the GM and the players, but “whiffing” is generally a very dull result.  If an actor is failing in an attempt to do something (i.e. is delivering checks to himself), there should be some reason.  Yang the Brute doesn’t just miss—he’s a nasty character, so that when he fails to hurt Essence of Jade, it is because the wily old hermit is leaping and dodging and stuffing eating utensils into his nasal orifice.  Essence, the gong fu monk, is super-cool, so when he fails in his attack on Yang, it’s because he is forced to knock out one of Yang’s cronies or his staff breaks on Yang’s hard head.  Or something.
  
 
==Simple Contests==
 
==Simple Contests==
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A simple failure might be very close to a success and leave the field open to trying again, perhaps.  While a spectacular failure means something just plain horrendous has happened.  If a character is trying to sneak past some guards and rolls a simple failure, he might have stepped on a twig and alerted the guard nearest him.  He’s still got options: he might knife the guard and continue, for example.  A spectacular failure, however, means that he snagged a trip-wire or the spot-light just fell full frontal on his sad face.  And 20 guys are training their weapons on him now.  He’s still got options, but not very good ones.
 
A simple failure might be very close to a success and leave the field open to trying again, perhaps.  While a spectacular failure means something just plain horrendous has happened.  If a character is trying to sneak past some guards and rolls a simple failure, he might have stepped on a twig and alerted the guard nearest him.  He’s still got options: he might knife the guard and continue, for example.  A spectacular failure, however, means that he snagged a trip-wire or the spot-light just fell full frontal on his sad face.  And 20 guys are training their weapons on him now.  He’s still got options, but not very good ones.
  
If your game involves [[Samsara:Ultramundane abilities|ultra-mundane abilities]] which a character cannot automatically use, such as magic or psychic powers, using the Simple Contest rules most of the time might be in order.  Thus the character might have to roll a Simple Contest against the power level of his spell: success means it works and failure means it doesn’t, with the possibility of extreme successes and failures keeping things interesting.  See the suggestions in [[Samsara:Ultramundane abilities|Appendix A - Ultramundane Abilities]].
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If your game involves ultra-mundane abilities which a character cannot automatically use, such as magic or psychic powers, using the Simple Contest rules most of the time might be in order.  Thus the character might have to roll a Simple Contest against the power level of his spell: success means it works and failure means it doesn’t, with the possibility of extreme successes and failures keeping things interesting.  See the suggestions in Appendix A.
  
 
==Ending the Contest==
 
==Ending the Contest==

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