Age Of Dragons: Conflict Resolution

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Age Of Dragons: Main Page -> Conflict Resolution


Overview: Narrative based conflict[edit]

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.

Energy Pools[edit]

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.

Exertion[edit]

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.

Technique[edit]

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+.



Power[edit]

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.

Action Cost[edit]

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).

Resolving Conflicts[edit]

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



1. Determine Conflict Type[edit]

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...

2. Set Defeat Conditions[edit]

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.

3. Determine Initiative[edit]

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.

4. Select Action Type[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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!

5. Compare Attack and Defence Technique[edit]

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.



6. Roll the Dice[edit]

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.

7. Resolve effect (if successful)[edit]

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.

8. Pay Action Cost[edit]

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.

9. End or continue conflict[edit]

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.

Complications[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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).