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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''.
 
Challenges generally aren't targetted against an enemy but rather against a circumstance or the environment.
 
 
For this reason, the GM sets a '''Difficulty''' for the challenge. This difficulty is used ro determine action advantage. That is:
 
 
* 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 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+.
 
 
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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 dice that roll above the target number (i.e. 3+, 4+ or 5+, depending on advantage).
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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) ''Power'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''.  
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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 number of dice rolled.
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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 1 : Usually completed in a single stroke. For example, breaking down a door or wall.
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* Complexity 5 to 10: Potentially completed in a single stroke. For example, breaking down a door or wall.
* Complexity 2: Completed in one or a few actions. For example, a cart of rubble across a field.
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* Complexity 10 to 20: Potentially completed in a few actions. For example, moving several carts of rubble across a field.
* Complexity 3-5: Likely to take multiple actions. For example, flying cross country across a kingdom.
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* Complexity 20 to 40: Likely to take multiple actions. For example, flying cross country across a kingdom.
* Complexity 6+: 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.
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* 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 1: A task that is simple even for an unskilled human. For example, gathering dropped pennies.
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* Difficulty 0: A task that is simple even for an unskilled human. For example, gathering dropped pennies.
* Difficulty 2: 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.
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* 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 3: A task that is very hard for a human (if physical), but still easy for a dragon. For example - breaking a metal rod.
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* 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 5: A task that some dragons will find easier than others depending on capability. For example - performing a simple magic ritual.
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* Difficulty 50: A task that some dragons will find easier than others depending on capability. For example - performing a simple magic ritual.
* Difficulty 7: A task that most dragons will find hard, and generally requires some training. For example, advanced herbalism to cure a plague.
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* Difficulty 70: A task that most dragons will find hard, and generally requires some training. For example, advanced herbalism to cure a plague.
* Difficulty 9: 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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* 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 ''Power'' rating of the action.
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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 ''Power'' rating of the buff action.
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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 3+.
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* 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 4+.
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* 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 5+.
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* 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 3+.
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* Character finds task easy = Succeed on a 4+.
* Character finds task challenging = Succeed on a 4+.
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* Character finds task challenging = Succeed on a 5+.
* Character finds task difficult = Succeed on a 5+.  
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* 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 ''Energy Pool'' is instead set to 0.
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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.
 
 
For example, if the ''action cost'' would reduce your ''Energy Pool'' to -2, then your Energy Pool instead becomes 0.
 
 
 
Also, each time a character is "zeroed out" by energy cost the challenge increases in ''Complexity'' by an amount determined by the GM - usually 1 to 3 points. This is called the ''Exhaustion Rating'' of the challenge.
 
 
 
* Exhaustion Rating 1: This is a challenge that is pretty much always doable if you try for long enough.
 
* Exhaustion Rating 2: This is a challenge that gets much harder once you exhausted, and which you might want to give up on.
 
* Exhaustion Rating 3: Once you are exhausted, the odds of you completing this challenge are infinitissmal, unless you have some trick up your sleeve.
 
* Exhaustion Rating 4+: Once you are exhausted, you have no chance of completing this challenge.
 
 
 
 
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==9. End or continue challenge==
 
==9. End or continue challenge==

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