Editing Age Of Dragons: Challenge Resolution
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Aside from ''Skill Edges'', several other factors may increase (or even decrease) ''Technique'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. | 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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==Power== | ==Power== | ||
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The '''Power''' rating of an action determines the magnitude of any outcome. For example, with a spellcasting ritual designed to keep an enemy on the defensive, the ''Power'' rating would determine how much progress you make. | The '''Power''' rating of an action determines the magnitude of any outcome. For example, with a spellcasting ritual designed to keep an enemy on the defensive, the ''Power'' rating would determine how much progress you make. | ||
− | By default, the ''Power'' rating of a successful action is equal to the number of | + | By default, the ''Power'' rating of a successful action is equal to the number of successes rolled. |
− | 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. | ||
− | 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''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Action Cost'' ratings. | 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. | ||
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Sample complexities: | Sample complexities: | ||
− | * Complexity | + | * Complexity 5 to 10: Potentially completed in a single stroke. For example, breaking down a door or wall. |
− | * Complexity | + | * Complexity 10 to 20: Potentially completed in a few actions. For example, moving several carts of rubble across a field. |
− | * Complexity | + | * Complexity 20 to 40: Likely to take multiple actions. For example, flying cross country across a kingdom. |
− | * Complexity | + | * Complexity 40+: Likely to beyond the capabilities of a single dragon within the allotted time period, but potentially achievable with several dragons. For example, collecting taxes from several hundred merchant houses in the realm before the year end. |
The '''Difficulty''' of the challenge is how hard it is to work towards. Higher difficulty requires higher technique to address. | The '''Difficulty''' of the challenge is how hard it is to work towards. Higher difficulty requires higher technique to address. | ||
Sample difficulties: | Sample difficulties: | ||
− | * Difficulty | + | * Difficulty 0: A task that is simple even for an unskilled human. For example, gathering dropped pennies. |
− | * Difficulty | + | * Difficulty 10: A task that is trivially easy for a dragon, but could challenge humans if of a physical nature. For example - breaking something built of planks of wood. |
− | * Difficulty | + | * Difficulty 30: A task that is very hard for a human (if physical), but still easy for a dragon. For example - breaking a metal rod. |
− | * Difficulty | + | * Difficulty 50: A task that some dragons will find easier than others depending on capability. For example - performing a simple magic ritual. |
− | * Difficulty | + | * Difficulty 70: A task that most dragons will find hard, and generally requires some training. For example, advanced herbalism to cure a plague. |
− | * Difficulty | + | * Difficulty 90: A task that almost all dragons will find hard, and is easy only for the most specialised dragons. For example, flying at breakneck speed below a dense forest canopy. |
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==3. Determine Initiative== | ==3. Determine Initiative== | ||
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This is the default option during in a challenge, representing an attempt by the character to work towards or complete the challenge. | This is the default option during in a challenge, representing an attempt by the character to work towards or complete the challenge. | ||
− | A successful ''Attempt'' reduces the target challenge's ''Complexity'' by an amount equal to the '' | + | A successful ''Attempt'' reduces the target challenge's ''Complexity'' by an amount equal to the ''Effect'' rating of the action. |
If this would reduce the ''Complexity'' to zero or less, then the Challenge is completed successfully. | If this would reduce the ''Complexity'' to zero or less, then the Challenge is completed successfully. | ||
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Also, Escape is sometimes easier or harder than default - see '''Difficulty Modifiers''' below. | Also, Escape is sometimes easier or harder than default - see '''Difficulty Modifiers''' below. | ||
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A '''modifier''' is an action that increases or decreases a stat in the challenge, for example, increasing your Technique, or decreasing the challenge Difficulty. | A '''modifier''' is an action that increases or decreases a stat in the challenge, for example, increasing your Technique, or decreasing the challenge Difficulty. | ||
− | A successful modifier changes the target number by an amount equal to the '' | + | A successful modifier changes the target number by an amount equal to the ''Effect'' rating of the buff action. |
Note that modifiers 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 ''Challenge'', though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a modifier tends to apply to only a thematically linked group of actions. | Note that modifiers 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 ''Challenge'', though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a modifier tends to apply to only a thematically linked group of actions. | ||
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Compare the ''Technique'' of the acting character with the ''Difficulty'' of the challenge. | Compare the ''Technique'' of the acting character with the ''Difficulty'' of the challenge. | ||
− | * If technique is higher than difficulty, then the '''character finds the task easy'''. This means that an action is considered successful if at least one dice rolls | + | * If technique is higher than difficulty, then the '''character finds the task easy'''. This means that an action is considered successful if at least one dice rolls 4+. |
− | * If technique is equal to difficulty, then the '''character finds the task challenging'''. This means that an action is considered successful if at least one dice rolls | + | * If technique is equal to difficulty, then the '''character finds the task challenging'''. This means that an action is considered successful if at least one dice rolls 5+. |
− | * If difficulty is higher than technique, then the '''character finds the task difficult'''. This means that an action is considered successful if at least one dice rolls | + | * If difficulty is higher than technique, then the '''character finds the task difficult'''. This means that an action is considered successful if at least one dice rolls 6+. |
Strong technique is very important, as it makes a big difference to your odds of a successful action! | Strong technique is very important, as it makes a big difference to your odds of a successful action! | ||
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You then look to see if you have succeeded. As noted in the previous step: | You then look to see if you have succeeded. As noted in the previous step: | ||
− | * Character finds task easy = Succeed on a | + | * Character finds task easy = Succeed on a 4+. |
− | * Character finds task challenging = Succeed on a | + | * Character finds task challenging = Succeed on a 5+. |
− | * Character finds task difficult = Succeed on a | + | * Character finds task difficult = Succeed on a 6+. |
Note that you only need a minimum of '''one of the dice''' you roll to be in the success range, and the action is considered a ''success''. | Note that you only need a minimum of '''one of the dice''' you roll to be in the success range, and the action is considered a ''success''. | ||
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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 a negative number, then | + | If this would reduce ''Energy Pool'' to a negative number, then the character is ''Exhausted''. He gives up on the Challenge, and is considered to have failed the Challenge. |
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==9. End or continue challenge== | ==9. End or continue challenge== |