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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 ''Power 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.
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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.  
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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 '''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.
  
By default, a successful buff adds X to a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating. By default, A successful debuff deducts X from a stat for the remainder of the Conflict, where X is equal to the action's ''Power'' rating.
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A successful buff increases either the target's ''Effect'' or ''Technique'' by an amount equal to the ''Effect'' rating of the buff action.
  
Stats which can be effected might include ''Arete'' with relation to a single ''Edge'' (most commonly a Skill rating), or ''Power'' with relation to all future actions of a certain type.
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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.
 
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.
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* '''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 ''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.
 
* '''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.
 
The GM is advised to beware of certain game-breaking buff/debuffs which can break game balance, and disallow them as they arise. The three most common buff/debuff actions that a GM should prevent are:
 
 
* Allowing a buff to increase the effectiveness of future buff actions. This can lead to an "infinite buff loop".
 
* Allowing a buff or debuff to directly increase or decrease someone's Energy Pool. This can mess up the Initiative system and potentially allow game breaking advantage in number of actions available.
 
* Allowing buffs or debuffs to "stack" cumulatively. Generally the GM should rule that only the highest buff or debuff applies.
 
 
Generally, the GM should employ common sense to stop this action breaking game balance.
 
  
 
===Alter Situation===
 
===Alter Situation===
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'''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.  
 
'''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 ''Power'' rating results in a more dramatic alteration of the situation.
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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 ''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 ''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 ''power'' rating).
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* '''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!
 
These sort of actions need to be improvised on the fly!
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Compare the ''Technique'' of the attacker (acting character) with the ''Technique'' of the defender (target character).
 
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 3+.
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* 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 4+.
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* 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 5+.
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* 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!
 
Advantage in combat is very important, as it makes a big difference to your odds of a successful action!
 
Many actions, of course, aren't targetted against an enemy. For example ''buffs'' are targeted at allies, and ''alter situation'' actions might be targeted against the environment rather than an active participant in the conflict.
 
 
In this circumstance, the GM sets a '''Difficulty''' for the action. This difficulty is used in place of defender technique. 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 5+.
 
 
Assigning difficulties on the fly takes some skill on the part of the GM. For quick reference:
 
 
* ''Difficulty 2:'' A task that is trivial for dragons.
 
* ''Difficulty 4:'' A task that is easy for dragons.
 
* ''Difficulty 6:'' A task that is standard for dragons.
 
* ''Difficulty 8:'' A task that is challenging for dragons.
 
* ''Difficulty 10:'' A task that is hard for dragons.
 
* ''Difficulty 12:'' A task that is very hard for dragons.
 
 
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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:
  
* Attacker Advantage = Succeed on a 3+.
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* Attacker Advantage = Succeed on a 4+.
* Neither Advantage = Succeed on a 4+.
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* Neither Advantage = Succeed on a 5+.
* Defender Advantage = Succeed on a 5+.  
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* 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''.
 
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 zero, or a negative number, then ''Energy Pool'' is instead set to 1.
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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 -2, then your Energy Pool instead becomes 1.
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For example, if the ''action cost'' would reduce your ''Energy Pool'' to -10, then your Energy Pool instead becomes 10.
 
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==9. End or continue conflict==
 
==9. End or continue conflict==
  
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The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below.
 
The above rules cover most conflict possibilities, but GMs and players looking for additional detail may want to use the additional rules below.
 
==Automatic Success and Failure==
 
 
This optional rule can be invoked by the GM when he thinks that an action is too trivial or too difficult to be considered.
 
 
If the acting character's ''Technique'' is at least twice the target's ''Technique'' (or the task's ''Difficulty'') the GM may declare that the action is trivial. The dice rolled automatically count as successes (effectively a 1+ to hit).
 
 
If the acting character's ''Technique'' is equal or less than half of the target's ''Technique'' (or the task's ''Difficulty'') the GM may declare that the action is impossible. The dice rolled automatically count as misses (effectively a 7+ to hit).
 
 
Automatic success and failure is at the GM's perogative, and only used when the narrative would suggest such rules are necessary.
 
  
 
==Difficulty Modifiers==
 
==Difficulty Modifiers==
  
Sometimes the GM will deem that a task is especially difficult. In this circumstance he can apply a penalty to the acting character's ''Technique'' for this action.  
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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.
  
Sometimes the GM will deem that a task is especially easy. In this circumstance he can apply a bonus to the acting character's ''Technique'' for this action.  
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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:
 
Examples:
* '''In a ''Physical'' melee:''' Flying away from a pack of a dozen wyverns isn't easy once they've surrounded you. The GM applies a -5 modifier to the Technique of any Escape actions.
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* '''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. The GM applies a -2 modifier to the Technique of any social actions targeting the demon.
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* '''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 takes minimal effort of willThe GM applies a +10 modifier to the Technique of any Escape actions.
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* '''In a ''Mental'' game of strategy:''' Walking away from the game doesn't take any real effort.  Escape actions are automatically successful.
 
 
It is strongly recommended that if you use this optional rule, that you also consider the above rules for automatic success and failure.
 
 
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==Equipment and Situation Modifiers==
 
==Equipment and Situation Modifiers==
  
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Examples:
 
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 -1 debuff to ''Power'' for physical ''Finisher'' moves against this Dragon.
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* 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 -1 debuff to ''Technique'' for any fire-based attacks.
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* 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.
 
Equipment is examined in more detail in a separate chapter.
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Optionally, a GM can seek to encourage quality narrative through Action Quality modifiers.
 
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 +1 (or more) bonus to the action's ''technique'' level.
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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 -1 (or more) penalty to the action's ''technique'' level.
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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:
 
A high quality action is:
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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.
 
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.
 
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==Simultaneous Conflicts==
 
==Simultaneous Conflicts==
  

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