Editing Age Of Dragons: Conflict Resolution

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 68: Line 68:
 
* 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 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 5+.
 
<br><br>
 
<br><br>
==Power==
+
==Effect==
  
The '''Power''' rating of an action determines the magnitude of any outcome. For example, with a flurry of wing-strikes designed to keep an enemy on the defensive, the ''Power'' rating would determine how much ''Energy Pool'' the target loses.
+
The '''Effect''' rating of an action determines the magnitude of any outcome. For example, with a flurry of wing-strikes designed to keep an enemy on the defensive, the ''Effect'' rating would determine how much ''Energy Pool'' the target loses.
  
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 who has advantage).
+
By default, the ''Effect'' rating of a successful action is equal to the number of dice that roll above the target number (i.e. 4+, 5+ or 6+, depending on who has advantage).
  
For example, on a full exertion (3 dice) where the attacker has advantage (3+ for success), a roll of 2, 4 and 6 would work out as an ''Power Rating'' of 2
+
For example, on a full exertion (3 dice) where the attacker has advantage (3+ for success), a roll of 2, 4 and 6 would work out as an ''Effect Rating'' of 2
  
 
Some factors, however, may increase (or even decrease) ''Power'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Power'' ratings.
 
Some factors, however, may increase (or even decrease) ''Power'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''. Note that ''Skill Edges'' specifically '''do not''' directly affect ''Power'' ratings.
Line 86: Line 86:
 
Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''.  
 
Some factors, however, may decrease (or even increase) ''Action Cost'', including certain ''Birthrights'', as well as ''Buffs'' and ''Defbuffs''.  
  
''Action Costs'' are always paid from the ''Energy Pool'' associated with the conflict. For example, in a ''physical conflict'', all ''action costs'' are paid from ''Physical Energy Pool'', even if that action was a non-physical one (such as spellcasting or combat leadership).
+
''Action Costs'' are always paid from the ''Energy Pool'' associated with the action being used. For example, in a ''physical conflict'', all ''action costs'' are paid from ''Physical Energy Pool'', even if that action was a non-physical one (such as spellcasting or combat leadership).
 
<br><br>
 
<br><br>
 
=Resolving Conflicts=
 
=Resolving Conflicts=
Line 98: Line 98:
 
*5. Determine Technique
 
*5. Determine Technique
 
*6. Roll the Dice
 
*6. Roll the Dice
*7. Resolve effect (if successful)
+
*7. Resolve Effect (if successful)
*8. Pay Action Cost
+
*8. Resolve Energy Cost
 
*9. End or continue conflict
 
*9. End or continue conflict
 
<br><br>
 
<br><br>
Line 141: Line 141:
 
==4. Select Action Type==
 
==4. Select Action Type==
  
An ''Action'' is something that the character with the ''Initiative'' actively does, to seek to affect the course of the conflict in some way. This is an admittedly vague description, but the conflict system is by its nature abstract, so GMs and players can be flexible and creative!
+
An ''Action'' is something that the character with the Initiative actively does, to seek to affect the course of the conflict in some way. This is an admittedly vague description, but the conflict 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.
 
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.
Line 151: Line 151:
 
* '''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.'''
  
''"Supported by the narrative"'' means that the action must make sense within the context of the conflict and the story so far. You cannot, for example, declare that your dragon is attacking with his armour spikes when its clear from the narrative that his armour is a hundred miles away in the dragon's lair.
+
"Supported by the narrative" means that the action must make sense within the context of the conflict and the story so far. You cannot, for example, declare that your dragon is attacking with his armour spikes when its clear from the narrative that his armour is a hundred miles away in the dragon's lair.
  
''"Supported by described actions"'' means that both the GM and players have responsibility for describing the actions of characters under their control. It is not acceptable, for example, to simply declare ''"I make a 3 dice Assault"'' as your action. The narrative and the roleplaying are not just a side effect of the Conflict system - they are its goal and purpose.
+
"Supported by described actions" means that both the GM and players have responsibility for describing the actions of characters under their control. It is not acceptable, for example, to simply declare ''"I make a 3 dice Assault"'' as your action. The narrative and the roleplaying are not just a side effect of the Conflict system - they are ''its entire point''.
  
''"Supported by the characters capabilities"'' is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in most conflicts, but generally either specialised edges or smart roleplaying are needed to attempt other action types. For example, in melee combat, if you want to debuff your enemy's fighting ''Technique'' rating, you'd need some means to do so, such as a magic that curses and weakens him, or a special combat technique that hampers his fighting style.
+
"Supported by the characters capabilities" is an important limiter on action types. Most characters can attempt ''Assault'', ''Finisher'' and ''Escape'' actions in any conflict, but generally either specialised edges or smart roleplaying are needed to attempt other action types. For example, in melee combat, if you want to debuff your enemy's fighting ''Technique'' rating, you'd need some means to do so, such as a magic that curses and weakens him, or a special combat technique that hampers his fighting style.
  
 
===Assault===
 
===Assault===
Line 161: Line 161:
 
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.
 
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.
  
A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Power'' rating of the action.
+
A successful assault reduces the target's ''Energy Pool'' by an amount equal to the ''Effect'' rating of the action.
  
 
If this would reduce ''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 ''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 -1, then his Energy Pool instead becomes 1.
+
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:
 
Examples of ''Assault'' actions in different contexts might include:
  
* '''In a ''Physical'' melee:''' Launching a flurry of claw attacks at an opponent to keep them on the defensive.
+
* '''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 ''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.
 
* '''In a ''Mental'' game of strategy:''' Working an aggressive gambit that forces your opponent to react rather than act.
Line 175: Line 175:
 
===Finisher===
 
===Finisher===
  
This is an attack option for late in a conflict, representing an attempt by the character to actually defeat his opponent.
+
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 ''Power'' rating of the action to the target's ''Energy Pool''. If the ''Power'' rating is equal or higher than the target's ''Energy Pool'', then that target is ''Defeated''.
+
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 ''Power'' rating 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.
+
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:
 
Examples of ''Finisher'' actions in different contexts might include:
Line 293: Line 293:
 
<br><br>
 
<br><br>
  
==7. Resolve effect (if successful)==
+
==7. Resolve Effect (if successful)==
  
 
If the action succeeded, you now resolve the effect.
 
If the action succeeded, you now resolve the effect.
Line 302: Line 302:
 
<br><br>
 
<br><br>
  
==8. Pay Action Cost==
+
==8. Resolve Energy Cost==
  
 
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''.

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)