Age Of Dragons: Conflict Resolution

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Age Of Dragons: Main Page -> Conflict Resolution


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Complications

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

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.

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.

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.
  • 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.

It is strongly recommended that if you use this optional rule, that you also consider the above rules for automatic success and failure.

Equipment and Situation Modifiers

Equipment and situation may provide modifiers. In practice, they're the equivalent of buffs and debuffs that are in place from the start of the combat.

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.
  • 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.

Equipment is examined in more detail in a separate chapter.

Defeat Option: Choosing to up the Ante

If the GM allows it, he may give a Defeated character the option of avoiding defeat by upping the ante. Essentially the process is as follows:

  • 1) The character is defeated by a finisher move.
  • 2) The GM suggests a more severe defeat condition than before as an alternative to defeat.
  • 3) If this option is accepted, then the finisher move is instead considered unsuccessful, but the new defeat condition replaces the previous one.

Example:

  • A dragon is defeated in melee combat by a band of pikemen. His defeat condition is "Be driven off." If he accepts this he will be driven out of the combat and unable to rejoin it. However, he doesn't like this much as its critical to a greater battle that he wins this conflict. The GM offers a deal: the defeat can be negated, in exchange for upgrading his defeat condition to "Be killed." The dragon's player accepts this - in narrative terms, he refuses to be driven off despite superficial injuries, and throws himself recklessly back into battle, knowing that he risks death by doing so...



GM Option: Forcing up the Ante

Sometimes, if it makes sense within the narrative, the GM can force the above option on the players. This should be done only rarely.

For example:

  • A dragon is in command of an army in a mass battle (a mental conflict). The defeat condition is "Your army is routed." However, during the course of the battle the dragon found his army backed into a ravine, with no way out. Upon defeat the GM deems that it is not possible for a routing army to escape. He switches in a new defeat condition "Your army is massacred", and the finisher move that defeated the dragon is counteracted.



GM Option: Assessing Action Quality

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.

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.

A high quality action is:

  • Clever, showing the player has thought about the situation and come up with an appropriate solution. For example, noting that the barn from which the archers are taking cover is rickety, and using firebreath to set fire to a rotten support timber.
  • Well roleplayed or described. For example, in a social conflict a well thought out turn of phrase or impressive oratory played out by the player.
  • Pleasingly dramatic, or lending itself to a pleasing or evocative narrative. For example, in a desperate melee climbing high so the dragon is silhouetted against the sun, then roaring a battle cry dedicated to the mother goddess before diving back into the fray.

A low quality action is:

  • Stupid, showing the player is determined to pursue an idiotic course of action, in the face of obvious inappropriateness. For example, attempting a belly-flop attack on a unit of spearmen with set weapons.
  • Badly or lazily roleplayed. For example, saying "I make a 3 dice finisher", and then refusing to elaborate on the narrative behind this.
  • Discordant with the narrative. For example, in a social conflict, pulling idiotic faces at the speaking senator to try to throw him off his speech.

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.

Simultaneous Conflicts

For GMs and players well experienced with the rules, it may sometimes be worth trying out having more than one conflict ongoing at once. For example, you could have two dragons engaging in a battle of words at the same time as a battle of tooth and claw!

In this circumstance each Conflict is run entirely separately, but in parallel. The GM must decide when to switch between them, generally doing so when everybody's action pools drop below a certain level.

Non-Conflict Actions during Conflicts

It is possible to use the Challenge Resolution system during a conflict, if needed.

For example, a pair of dragons may be fighting off a trio of wyverns, and be unable to escape because of a heavy portcullis that blocks their escape route. In this circumstance the GM could state that they cannot attempt escape actions unless they first succeed in a Challenge to break open the portcullis.

A conflict participant can direct an action towards a Challenge instead of an opponent - the action cost for doing so is taken from the same Energy Pool as normal.

For Challenge Resolutions during conflict, it is recommended that most challenges are treated as low Complexity (i.e. Complexity 1-5).