Difference between revisions of "Age Of Dragons: Challenge Resolution"

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(1. Determine Challenge Type)
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* Complexity 20 to 40: Likely to take multiple actions. For example, flying cross country across a kingdom.
 
* Complexity 20 to 40: Likely to take multiple actions. For example, flying cross country across a kingdom.
 
* 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.
 
* 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.
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The '''Difficulty''' of the challenge is how hard it is to work towards. Higher difficulty requires higher technique to address.
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Sample difficulties:
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* Difficulty 0: A task that is simple even for an unskilled human. For example, gathering dropped pennies.
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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.
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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.
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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.
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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.
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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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* '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.'''
 
* '''All actions must be supported by the narrative, by described actions, and by the characters capabilities.'''
  
===Assault===
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The below actions are common ones during challenges:
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===Attempt===
  
This is the default attack option early in a conflict, representing an attempt by the character to maintain control of the conflict through aggression and forward posturing.
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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.
  
A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Effect'' 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 your ''Energy Pool'' to a negative number, then his ''Energy Pool'' is instead set to a positive number of equal integer value.
 
If this would reduce your ''Energy Pool'' to a negative number, then his ''Energy Pool'' is instead set to a positive number of equal integer value.

Revision as of 08:56, 15 April 2009

Age Of Dragons: Main Page -> Challenge Resolution


Overview: Narrative based challenges

A Challenge occurs when one or more characters has to overcome some sort of obstacle, but one that does not directly fight back. Any non-conflict situation can be treated as a challenge.

For example, all of the following can be treated as Challenges:

  • Trying to smash down a thick stone wall.
  • Speaking to troops before a battle, to fortify their will.
  • Casting a complex spell.
  • Creating a work of art.



Energy Pools

A key concept in challenges is Energy Pool. A challenge deals with one of the three energy pools: Physical Energy, Mental Energy or Soul Energy.

This energy pool is key, as it is used to power your actions, and to measure how close you are to exhaustion or failure.

By default, at the start of a Challenge your Energy Pool is equal to your sphere rating (Soma for Physical Energy, Sophia for Mental Energy and Pneuma for Soul Energy).

Generally, a single Challenge will only track a single Energy pool, the choice of which depends on the Challenge type. For example, a complex spellcasting ritual would track Soul Energy.

Exertion

In Challenges, each action is attributed a different level of Exertion. This represents how much effort an action takes.

  • A Mild Exertion is resolved with a single D6 roll.
  • A Moderate Exertion is resolved with a 2D6 roll.
  • A Full Exertion is resolved with a 3D6 roll.

Each has its pros and cons, of course. Larger exertions are more likely to succeed, and will tend to have greater effect than a combination of lesser exertions on average. However, lesser exertions often carry less risk of exhaustion, and you can attempt more of them with the same resource expenditure.

Additionally, exertion level is a useful guide to narrative and as to how you should describe your action.

Technique

Technique measures how effective you are at conducting yourself in a Challenge.

The base amount for your Technique is a Sphere rating (i.e. Pneuma, Soma or Sophis), with a Skill bonus equal to your Arete in a relevant lifepath if you have an appropriate Skill Edge.

Technique level is determined for the acting character.

For example, in a social Challenge a Dragon is performing an aerobatic dance might have the following Technique level:

  • Soma (55) + Skydancer Arete from Performance Dance skill (45) = Total Technique (100).

Aside from Skill Edges, several other factors may increase (or even decrease) Technique, including certain Birthrights, as well as Buffs and Defbuffs.

Effect

The Effect 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 Effect rating would determine how much progress you make.

By default, the Effect rating of a successful action is equal to the total of all dice rolled.

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.

Action Cost

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 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.

It's also worth noting that Action Costs are always paid from the active Energy Pool being used in the challenge. For example, in a physical challenge, all action costs are paid from Physical Energy Pool, even if that action was a non-physical one (such as a spellcasting buff or inspired leadership).

Resolving Challenges

The overview for this process is as follows:

  • 1. Determine Challenge Type
  • 2. Set Challenge Outcomes, Complexity and Difficulty
  • 3. Determine Initiative
  • 4. Select Action Type
  • 5. Determine Technique
  • 6. Roll the Dice
  • 7. Resolve Effect (if successful)
  • 8. Resolve Energy Cost
  • 9. End or continue conflict



1. Determine Challenge Type

First, its important to decide what sort of Challenge this is. This is a decision to be made ultimately by the GM, though optionally with player opinions. The type of Challenge will determine what Energy Pool is used, and will also set the narrative context for what sort of actions can be used.

  • Soma Challenges are those where physical talent is the core. Examples might include use of brute force, cross country flying endurance and tests of agility. These challenges use the Physical Energy Pool.
  • Sophia Challenges are those where mental talent is the core. Examples might include puzzle solving, research and study. These challenges use the Mental Energy Pool.
  • Pneuma Challenges are those where creative, social or arcane talent is the core. Examples might include the casting of spells, artistic creation or addressing groups of passive listeners. These challenges use the Soul Energy Pool.

A balanced story should generally include roughly equal numbers of challenges of each type, so as to give characters of different strengths a chance to shine. Of course, what challenges arise should also be determined primarily by the players' actions, and not all challenges are of equal importance or consequence...

2. Set Challenge Outcomes, Complexity and Difficulty

The Challenge Outcomes are described by the GM. This is what happens if the characters succeed on the challenge, or if they fail in the challenge.

This should be defined primarily by the narrative. For example:

  • A dragon is trying to break down a castle wall. If he succeeds, the wall crumbles. If he fails, it stands firm.
  • A dragon is trying to weave a powerful magic to summon a rainstorm in the desert. If he succeeds, the spell is cast. If he fails, not only does the spell fail, but the strain of handling the vortex of arcane energies knocks him into a stunned stupor for 24 hours.
  • A dragon is trying to solve a fiendish number puzzle. If he succeeds he solves and completes the puzzle. If he fails, he makes an error somewhere, and gives up in mental exhaustion.

Note that the GM should be very clear about the challenge outcomes, and should attempt to place realistic conditions dependent on the narrative.

The Complexity of a challenge represents how much work it takes to complete. When an action is taken against the challenge, the Effect is deducted directly from the Complexity. When Complexity is reduced to 0, the challenge is completed.

Sample complexities:

  • Complexity 5 to 10: Potentially completed in a single stroke. For example, breaking down a door or wall.
  • Complexity 10 to 20: Potentially completed in a few actions. For example, moving several carts of rubble across a field.
  • Complexity 20 to 40: Likely to take multiple actions. For example, flying cross country across a kingdom.
  • 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.

Sample difficulties:

  • Difficulty 0: A task that is simple even for an unskilled human. For example, gathering dropped pennies.
  • 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 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 50: A task that some dragons will find easier than others depending on capability. For example - performing a simple magic ritual.
  • Difficulty 70: A task that most dragons will find hard, and generally requires some training. For example, advanced herbalism to cure a plague.
  • 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.



3. Determine Initiative

Next determine who has the Initiative. The character with the Initiative is able to take an Action. The Initiative may pass from character to character during a Challenge, but only one character has the Initiative at a time.

To determine the Initative look at the following:

  • If a character has the highest Energy Pool, then he gains the Initiative.
  • If more than one character has equal highest Energy Pool then the GM looks at the narrative of the situation, and decides which of them has the Initiative.
  • If narrative and drama don't decide the situation, and more than one character has equal highest Energy Pool, then the GM just decides which of them has the Initiative, in general favouring player characters over NPCs. (This is colloquially known as "player perogative").

Obviously, there will often be judgment calls required on the GM's part, so a higher degree of trust in the GM is required of players of this game than most.

4. Select Action Type

An Action is something that the character with the Initiative actively does, to seek to affect the course of the Challenge in some way. This is an admittedly vague description, but the Challenge system is by its nature abstract, so GMs and players can be flexible and creative!

When the player declares his characters action (or the GM declares his NPCs' actions) he describes in full what he is trying to achieve, adding roleplaying flourish if he wishes.

The below list of action types are suggested as guidance and suggestions that will cover the majority of conflict actions that a character might engage in, but the list is not intended to be exhaustive, and GMs and players should be open minded to making up new rules on the fly for actions not covered here...

As with conflicts:

  • All actions must be supported by the narrative, by described actions, and by the characters capabilities.

The below actions are common ones during challenges:

Attempt

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 Effect rating of the action.

If this would reduce your Energy Pool to a negative number, then his Energy Pool is instead set to a positive number of equal integer value.

For example, if the Assault would reduce the target's Energy Pool to -10, then his Energy Pool instead becomes 10.

Examples of Assault actions in different contexts might include:

  • In a Physical melee: Launching strike after strike at an opponent to keep them on the defensive.
  • In a Social persuasion: Firing off quickfire arguments in an assertive voice, and without pause, to keep control of the conversation.
  • In a Mental game of strategy: Working an aggressive gambit that forces your opponent to react rather than act.

Finisher

This is the default attack option late in a conflict, representing an attempt by the character to defeat his opponent.

A successful Finisher has a chance of Defeating the opponent. Compare the Effect rating of the action to the target's Energy Pool. If the Effect rating is equal or higher, then that target is Defeated.

Note that a Finisher doesn't actually reduce a target's Energy Pool, so if the Effect isn't sufficient to trigger a Defeat, then the action is effectively wasted. Knowing the right moment to switch from Assaults to Finishers is an important part of Conflict strategy.

Examples of Finisher actions in different contexts might include:

  • In a Physical melee: Making a bite for the opponent's throat, with a view to the kill.
  • In a Social persuasion: Stating your conclusions, wrapping up your argument, and waiting to see if you've done enough to persuade your opponent.
  • In a Mental game of strategy: Moving pieces towards a checkmate attempt.

Escape

This is used to exit a conflict that you don't think you can win, or which you don't want to be part of.

A successful Escape results in you leaving the Conflict altogether. You do not suffer the Defeat Condition but you can no longer participate in it either.

Examples of Escape actions in different contexts might include:

  • In a Physical melee: Flying away from the battle.
  • In a Social persuasion: Making your excuses, then walking away.
  • In a Mental game of strategy: Stopping the game, and refusing to play.

Note that Escape is slightly more complicated then most actions, and is something that is incorporated into the narrative. Different consequences could follow your Escape. For example, a dragon fleeing a physical combat could be pursued by other flying combatants (thus starting a new physical conflict that represents the pursuit). A dragon that walks away from an argument might be perceived as having lost, even if he was not defeated.

Also, Escape is sometimes easier or harder than default - see Difficulty Modifiers below.

Buff/Debuff

A buff is an action that increases a stat, whereas a debuff is an action that decreases a stat. Generally you put buffs on your allies, and debuffs on your enemies.

A successful buff increases either the target's Effect or Technique by an amount equal to the Effect rating of the buff action.

A successful debuff decreases either the target's Effect or Technique by an amount equal to the Effect rating of the debuff action.

Note that buffs and debuffs 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 Conflict, though the GM may waive the requirement with smart tactics or shorten the duration if he feels it is too powerful. Also, a buff or debuff tends to apply to only a thematically linked group of actions.

Examples of Buff/Debuff actions in different contexts might include:

  • In a Physical melee: Using the Suspire of Wind to cajole wind spirits into throwing your opponent off balance, thus debuffing his Technique with regards to flying physical actions.
  • In a Social persuasion: Using the Suspire of Fire to wreathe yourself in flame, thus buffing your Technique with regards to intimidation attempts.
  • In a Mental game of strategy: Acting seductively to throw off the concentration of your opponent, thus debuffing his Technique with regards to game playing.

Alter Situation

Alter Situation is an action that globally changes the Conflict in some way normally in a way that is favourable to you or detrimental to your opponent.

A successful action of this sort generally requires a little GM interpretation as to what the effect is, with the general guideline that a higher Effect rating results in a more dramatic alteration of the situation.

  • 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 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!

5. Compare Attack and Defence Technique

As noted above, Technique is determined by a combination of sphere rating, applicable skill and buffs/debuffs.

Compare the Technique of the attacker (acting character) with the Technique of the defender (target character).

  • If the attacker has higher technique, then the attacker has advantage. This means that an action is considered successful if at least one dice rolls 4+.
  • If the attacker has equal technique to the defender, then neither has advantage. This means that an action is considered successful if at least one dice rolls 5+.
  • If the defender has higher technique, then the defender has advantage. This means that an action is considered successful if at least one dice rolls 6+.

Advantage in combat is very important, as it makes a big difference to your odds of a successful action!

6. Roll the Dice

Next, roll the dice!

Age of Dragons uses six-sided dice.

The number of dice you roll is determined by your level of exertion in the action. To recap:

  • Mild exertion = 1 dice.
  • Moderate exertion = 2 dice.
  • Full exertion = 3 dice.

You then look to see if you have succeeded. As noted in the previous step:

  • Attacker Advantage = Succeed on a 4+.
  • Neither Advantage = Succeed on a 5+.
  • Defender Advantage = 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.

If no dice rolled are in the success range, then the action is not a success.

7. Resolve Effect (if successful)

If the action succeeded, you now resolve the effect.

The effects of various actions are described as above.

If you did not succeed, skip this step.

8. Resolve Energy Cost

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 a positive number of equal integer value.

For example, if the action cost would reduce your Energy Pool to -10, then your Energy Pool instead becomes 10.

9. End or continue conflict

In this step, any characters that have not yet been defeated can choose to end the conflict. If all undefeated participants in the conflict are unanimous in this decision, then the conflict ends.

If the conflict does not end, return to Step 3.

Complications

The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below.

Difficulty Modifiers

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:

  • 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. 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 doesn't take any real effort. Escape actions are automatically successful.


Equipment and Situation Modifiers

Equipment and situation may provide modifiers. In practice, they're the equivalent of buffs and debuffs that are in place from the start of the combat.

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 -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 -5 debuff to Technique for any fire-based attacks.

Equipment is examined in more detail in a separate chapter.

Defeat Option: Choosing to up the Ante

If the GM allows it, he may give a Defeated character the option of avoiding defeat by upping the ante. Essentially the process is as follows:

  • 1) The character is defeated by a finisher move.
  • 2) The GM suggests a more severe defeat condition than before as an alternative to defeat.
  • 3) If this option is accepted, then the finisher move is instead considered unsuccessful, but the new defeat condition replaces the previous one.

Example:

  • A dragon is defeated in melee combat by a band of pikemen. His defeat condition is "Be driven off." If he accepts this he will be driven out of the combat and unable to rejoin it. However, he doesn't like this much as its critical to a greater battle that he wins this conflict. The GM offers a deal: the defeat can be negated, in exchange for upgrading his defeat condition to "Be killed." The dragon's player accepts this - in narrative terms, he refuses to be driven off despite superficial injuries, and throws himself recklessly back into battle, knowing that he risks death by doing so...



GM Option: Forcing up the Ante

Sometimes, if it makes sense within the narrative, the GM can force the above option on the players. This should be done only rarely.

For example:

  • A dragon is in command of an army in a mass battle (a mental conflict). The defeat condition is "Your army is routed." However, during the course of the battle the dragon found his army backed into a ravine, with no way out. Upon defeat the GM deems that it is not possible for a routing army to escape. He switches in a new defeat condition "Your army is massacred", and the finisher move that defeated the dragon is counteracted.



GM Option: Assessing Action Quality

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 +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 -10 (or more) penalty to the action's technique level.

A high quality action is:

  • Clever, showing the player has thought about the situation and come up with an appropriate solution. For example, noting that the barn from which the archers are taking cover is rickety, and using firebreath to set fire to a rotten support timber.
  • Well roleplayed or described. For example, in a social conflict a well thought out turn of phrase or impressive oratory played out by the player.
  • Pleasingly dramatic, or lending itself to a pleasing or evocative narrative. For example, in a desperate melee climbing high so the dragon is silhouetted against the sun, then roaring a battle cry dedicated to the mother goddess before diving back into the fray.

A low quality action is:

  • Stupid, showing the player is determined to pursue an idiotic course of action, in the face of obvious inappropriateness. For example, attempting a belly-flop attack on a unit of spearmen with set weapons.
  • Badly or lazily roleplayed. For example, saying "I make a 3 dice finisher", and then refusing to elaborate on the narrative behind this.
  • Discordant with the narrative. For example, in a social conflict, pulling idiotic faces at the speaking senator to try to throw him off his speech.

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.

Simultaneous Conflicts

For GMs and players well experienced with the rules, it may sometimes be worth trying out having more than one conflict ongoing at once. For example, you could have two dragons engaging in a battle of words at the same time as a battle of tooth and claw!

In this circumstance each Conflict is run entirely separately, but in parallel. The GM must decide when to switch between them, generally doing so when everybody's action pools drop below a certain level.

Non-Conflict Actions during Conflicts

It is possible to use the Challenge Resolution system during a conflict, if needed.

For example, a pair of dragons may be fighting off a trio of wyverns, and be unable to escape because of a heavy portcullis that blocks their escape route. In this circumstance the GM could state that they cannot attempt escape actions unless they first succeed in a Challenge to break open the portcullis.

A conflict participant can direct an action towards a Challenge instead of an opponent - the action cost for doing so is taken from the same Energy Pool as normal.

For Challenge Resolutions during conflict, it is recommended that most challenges are treated as low Complexity (i.e. Complexity 1-5).