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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.
 
 
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.
 
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==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''.
 
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==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.
 
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==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+.
 
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==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.
 
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==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).
 
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=Resolving Conflicts=
 
=Resolving Conflicts=
  

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