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 320: Line 320:
  
 
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==
Line 341: Line 331:
 
* '''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.
 
* '''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.
 
* '''In a ''Mental'' game of strategy:''' Walking away from the game takes minimal effort of will.  The GM applies a +10 modifier to the Technique of any Escape actions.
 
* '''In a ''Mental'' game of strategy:''' Walking away from the game takes minimal effort of will.  The GM applies a +10 modifier to the Technique of any Escape actions.
 
It is strongly recommended that if you use this optional rule, that you also consider the above rules for automatic success and failure.
 
 
<br>
 
<br>
  
Line 350: Line 338:
  
 
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.
+
* 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.
+
* 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.

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)