Editing Xia: Game Systems

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 13: Line 13:
  
 
The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait.
 
The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait.
 
Note that it is perfectly possible for multiple conflict types to take place at once. For example, if you are trying to command an army in battle, that's a mental conflict, but if you're fighting on the front line at the same time, that's a physical conflict too!
 
 
<br><br>
 
<br><br>
 
==Initiative==
 
==Initiative==
Line 29: Line 27:
  
 
If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders!
 
If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders!
 
If there are multiple conflict types ongoing, then Physical Initiative always trumps Mental Initiative, which in turn always trumps Social Initiative.
 
<br><br>
 
==Movement==
 
<br>The Xia game doesn't worry too much about exact tracking of movement, generally.
 
 
On your turn, before you attack, you can move a distance that could reasonably be covered in 2 seconds. For most characters, this is running and leaping acrobatically. Generally you can move sufficient distance to engage anyone in the combat. If the GM needs a rough guide to how mobile you are, he can add ''Physical + Wind Trigram'' together to gain a speed score. Note that having a higher speed score doesn't mean that you can move so far that you can't be attacked - closing the distance to melee is generally considered to be quite easy.
 
 
Having said that, its possible (and even likely) that some areas of a battle environment might take time or effort to reach. If the combat is set in a vast tower with a long spiral staircase, for example, the GM might rule that you can't get to the fireball-flinging sorcerer at the top until you get past his minions, or somehow circumvent the stairs. In these circumstances, magics that increase your mobility are your best ally.
 
 
'''After you have made your first attack, you can't move again that turn.''' This is actually is quite important in and has repercussions elsewhere in the game. For example, any multi-attacks you make on one turn must be at targets within reach of your weapons after you attack the first target. Also, it means that if you move into melee combat against a static opponent, they'll always get a chance to attack you back in melee.
 
 
Obviously some ''kung fu secrets'' break this rule, though having magical movement isn't enough in itself. You don't get to teleport away after attacking, for example, unless the power you are using specifically says you can.
 
 
<br><br>
 
<br><br>
 
==Attacks==
 
==Attacks==
Line 62: Line 47:
  
 
Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit.
 
Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit.
 
As a second example, in a Physical Conflict, let us instead assume that ''Moon Shadow'' is attacking a powerful demon, who has Physical 5, and from this: Evasion 5, Interference 5 and Absorption 5.
 
 
Even though the demon has mighty defences, ''Evasion, Interference and Absorption'' can't reduce ''Motion, Accuracy and Power'' to less than 1. ''Moon Shadow'' still gets to roll 1 dice, score a hit on a 1 or less, and deals 1 physical damage on each hit.
 
 
Note that as always, Kung Fu Secrets can break these rules, with many defensive secrets specifically stating that they can reduce an attack number to zero.
 
 
<br><br>
 
<br><br>
 
==Injury==
 
==Injury==
Line 80: Line 59:
 
Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen.
 
Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen.
 
<br><br>
 
<br><br>
 +
 
==Using Chi in Conflicts==
 
==Using Chi in Conflicts==
  
Line 98: Line 78:
 
* '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action.
 
* '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action.
 
* '''Attack''' effects are then declared.
 
* '''Attack''' effects are then declared.
* '''Reaction''' and '''Defence''' effects are then declared.
+
* '''Defence''' effects are then declared.
 
* The dice are then rolled, and the results resolved.
 
* The dice are then rolled, and the results resolved.
  
Line 140: Line 120:
  
 
* '''Channelling '''Mountain'' aka "Chi Breaker"'''
 
* '''Channelling '''Mountain'' aka "Chi Breaker"'''
When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks against you this round, though he can still attack other targets.<br>'''Keywords''': Defence;
+
When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks this round, against you or any other target.<br>'''Keywords''': Defence;
  
 
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
 
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
  
'''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[Xia: Glossary of Keywords|Keywords]].
+
'''Timing:''' Note that Defence is always declared after Attack, so the active player must finish declaring all his active effects before the defender declares any defence effects. There are specific exceptions to this rule (notably ''Chi Celerity'' above) which are flagged with [[Glossary of Keywords|Keywords]].
 
<br><br><br>
 
<br><br><br>
  
 
==Regaining Chi==
 
==Regaining Chi==
 
===Catching breath===
 
===Catching breath===
<br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. when a conflict is done, and when he gets a chance to take a short rest) automatically regains all spent Yang Chi and Yin Chi.
+
<br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. at the end of a conflict, and when he gets a chance to take a short rest) automatically regains all spent Yang Chi and Yin Chi.
  
 
This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet.
 
This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet.
Line 163: Line 143:
  
 
Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous.
 
Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous.
 
Also, the Style Bonus is gained as soon as the GM awards it and not a moment sooner or later. If the GM notes the player's style before he has spent any chi, he gains that bonus chi now! If the GM notes the player's style when the action is done and completed, then the bonus us gained then.
 
 
Its worth saying again and again - this is a bonus, not an expected part of the chi flow calculation. GMs are never obliged to dish out this bonus, and can be as strict or as generous as they wish.
 
 
<br>
 
<br>
 
===Kung Fu Secrets and Chi Flow===
 
===Kung Fu Secrets and Chi Flow===
 
<br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts.
 
<br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts.
 
<br><br>
 
<br><br>
 
 
=Unopposed Tasks=
 
=Unopposed Tasks=
  
Line 180: Line 155:
 
The game system unashamedly goes for a "quick and easy" solution to these tasks.
 
The game system unashamedly goes for a "quick and easy" solution to these tasks.
  
The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides from that number whether the task succeeds or not.
+
The GM selects the trait (physical, social or mental) that best applies, and the Trigram that seems most appropriate. He then totals them, and decides fromt hat number whether the task succeeds or not.
  
 
How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed!
 
How he scales this is up to him! Bear in mind though that an average human will have a score of 1 on most tasks, and an average kung fu hero a score of 4 to 5. He should decide what sort of things he wants his players to be capable of, and determine according to that! As a good rule of thumb, if you're not sure, and if it doesn't hurt the story then allow players to succeed!
 
GMs and Players who particularly desire a game system for unopposed tasks can check out the optional rules for [[Xia: Skill Tests|skill tests]], though these are not by default part of the core game rules.
 
 
<br><br>
 
<br><br>
 
 
=Experience=
 
=Experience=
 
==Earning XP==
 
==Earning XP==
Line 192: Line 164:
 
* 1 XP for turning up. Everyone gets this!
 
* 1 XP for turning up. Everyone gets this!
 
* 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it.
 
* 1 XP for style. Basically the GM gives this bonus if the session was awesome fun. Either everyone gets it, or no-one gets it.
* 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal during the session, for example attaining the secrets they were seeking or defeating a powerful enemy. Again, either everyone gets it or no-one gets it. If the players have won most of their conflicts this session, be generous and give them this point!
+
* 1 XP for success. The GM gives this bonus if the Xia succeeded in a major goal, for example reaching the end of a story arc, or defeating a nemesis. Again, either everyone gets it or no-one gets it.
 
 
Additionally, the GM can choose to give out bonus XP at the end of story arcs, when exceptionally powerful foes are defeated, etc.
 
 
<br>
 
<br>
 
 
==Spending XP==
 
==Spending XP==
 
<br> Players can spend their XP at the start or end of a game session, but not during a session.
 
<br> Players can spend their XP at the start or end of a game session, but not during a session.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)