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=Overview: Narrative based conflict=
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A '''Conflict''' occurs when one or more characters is placed in opposition to each other. The ''Age of Dragons'' game treats conflicts with a high degree of abstraction, in order to make the system as flexible as possible and to allow breadth of narrative possibilities. Almost any opposed action can be defined as a conflict.  
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For example, all of the following can be treated as Conflicts:
 
 
* A brutal sky melee where dragons and wyverns are trying to defeat each other in battle.
 
* A clash of vast armies, commanded by talented and opposed generals.
 
* A legal battle between advocates that speak to condemn or exonerate a defendant.
 
* A formal debate between politicians in the symposium.
 
* An attempt by a seductress to woo a recalcitrant victim.
 
* A struggle between two merchant companies to dominate the tea-trade routes.
 
* A contest of dance and song, where aerobatic and talented dragonbards compare their art.
 
 
The list is not exhaustive, of course, and exploring the options for interesting and novel conflicts is part of the joy of playing the game.
 
<br><br>
 
==Energy Pools==
 
 
A key concept in conflicts is '''Energy Pool'''. A conflict 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 far you are from being defeated and to determine who gets to act next.
 
 
By default, at the start of a conflict 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 Conflict will only track a single Energy pool, the choice of which depends on the conflict type. For example, a melee combat would track ''Physical Energy''.
 
<br><br>
 
==Exertion==
 
 
In ''Conflicts'', 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 surrendering the initiative, 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.
 
<br><br>
 
==Technique==
 
 
'''Technique''' measures how effective you are at conducting yourself in a conflict, whether it be in attack or defence.
 
 
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''.
 
 
Each time you calculate ''Technique'' you can only gain a ''Skill bonus'' from '''ONE''' ''Skill''.
 
 
''Technique'' level needs to be determined for both the acting character and the targeted character.
 
 
For example, in a physical conflict a Dragon that makes a furious assault of biting and clawing might calculate his Technique for the attack as follows:
 
 
* Soma (6) + Warmaster Arete from ''Combat Training'' skill (4) = Total Technique (10).
 
 
Whereas his target might calculate his defensive ''Technique'' as follows:
 
 
* Soma (5) + Skydancer Arete from ''Aerobatics'' skill (2) = Total Technique (7).
 
 
Different actions in a single Conflict may be based on different Spheres and use different skills, and this have different ''Technique'' ratings.
 
 
Aside from a ''Skill Edge'', other factors may increase (or even decrease) ''Technique'', including but not limited to certain ''Birthrights'', ''Buffs'' and ''Defbuffs''.
 
 
* 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+.
 
* 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+.
 
* 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>
 
==Power==
 
 
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.
 
 
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).
 
 
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.
 
<br><br>
 
 
==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 number of dice rolled.
 
 
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).
 
<br><br>
 
=Resolving Conflicts=
 
 
The overview for this process is as follows:
 
 
*1. Determine Conflict Type
 
*2. Set Defeat Conditions
 
*3. Determine Initiative
 
*4. Select Action Type
 
*5. Determine Technique
 
*6. Roll the Dice
 
*7. Resolve effect (if successful)
 
*8. Pay Action Cost
 
*9. End or continue conflict
 
<br><br>
 
==1. Determine Conflict Type==
 
 
First, its important to decide what sort of conflict this is. This is a decision to be made ultimately by the GM, though optionally with player opinions. The type of conflict will determine what ''Energy Pool'' is used, and will also set the narrative context for what sort of actions can be used.
 
 
* '''Soma Conflicts''' are those where physical interaction is the core. Examples might include melee combats, aerobatic displays, races and aerial pursuits. These conflicts use the '''Physical Energy Pool'''.
 
* '''Sophia Conflicts''' are those where mental interaction is the core. Examples might include competing research, commanding armies, games of strategy and battles of will. These conflicts use the '''Mental Energy Pool'''.
 
* '''Pneuma Conflicts''' are those where social, creative or arcane interaction is the core. Examples might include singing competitions, diplomacy, persuasion, seduction or battles of arcane force. These conflicts use the '''Soul Energy Pool'''.
 
 
A balanced story should generally include roughly equal numbers of conflict of each type, so as to give characters of different strengths a chance to shine. Of course, what conflicts arise should also be determined primarily by the players' actions, and not all conflicts are of equal importance or consequence...
 
<br><br>
 
==2. Set Defeat Conditions==
 
 
Each participant in the conflict has a '''Defeat Condition''' described by the GM. This is what happens when they are '''Defeated''' in the conflict.
 
 
This should be defined primarily by the narrative, and the ''defeat conditions'' for each participant can be different. For example:
 
 
* A dragon is trying to sway a crowd to his cause, while his opponent seeks to discredit his arguments. If either dragon is ''defeated'', then his arguments are dismissed by the crowd, and they will no longer listen to him.
 
* A dragon is fighting a pack of wyverns. If any combatant is defeated, he is killed.
 
* A dragon is fighting a squad of pikemen in the middle of a pitched battle. If the dragon is defeated, he will be driven off and must retreat, perhaps to attack again later in the battle if opportunity arises. If the pikemen are defeated, they are killed by the dragon.
 
 
Note that the GM should be very clear about the defeat conditions, and should attempt to place realistic conditions dependent on the narrative. Its worth noting, as above, that a physical defeat doesn't have to mean death, and indeed if the GM uses life-or-death conflicts too often, then he can expect a high mortality rate for his player's characters over the campaign. Instead, the ''Conflicts'' over the course of a story should have varying levels of severity in their defeat condition, so that when the GM does present a ''Conflict'' with an especially scary defeat condition, it has more dramatic impact.
 
 
Regardless of the severity of a ''defeat condition'', it is generally the case that a ''defeated'' character can no longer participate in that conflict in any way.
 
<br><br>
 
 
==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 ''Conflict'', 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.
 
<br><br>
 
 
==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!
 
 
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...
 
 
One important rule applies:
 
 
* '''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 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 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.
 
 
===Assault===
 
 
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.
 
 
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.
 
 
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 ''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 an attack option for late in a conflict, representing an attempt by the character to actually 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''.
 
 
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.
 
 
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 actively participate in the conflict.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 
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''' 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.
 
 
* '''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 ''power'' rating).
 
 
These sort of actions need to be improvised on the fly!
 
<br><br>
 
 
==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 3+.
 
* 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+.
 
* 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+.
 
 
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.
 
<br><br>
 
 
==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 3+.
 
* Neither Advantage = Succeed on a 4+.
 
* Defender Advantage = Succeed on a 5+.
 
 
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.
 
<br><br>
 
 
==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.
 
<br><br>
 
 
==8. Pay Action Cost==
 
 
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.
 
 
For example, if the ''action cost'' would reduce your ''Energy Pool'' to -2, then your Energy Pool instead becomes 1.
 
<br><br>
 
 
==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.
 
<br><br>
 
 
=Complications=
 
=Complications=
  

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