Editing Xia: Game Systems

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The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait.
 
The type of conflict sets which '''Trait''' is at the core of the conflict. For example, a ''physical conflict'' uses the ''physical'' trait.
 
Note that it is perfectly possible for multiple conflict types to take place at once. For example, if you are trying to command an army in battle, that's a mental conflict, but if you're fighting on the front line at the same time, that's a physical conflict too!
 
 
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==Initiative==
 
==Initiative==
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If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders!
 
If the players can't agree amongst themselves (as might happen in PVP combats), then the oldest player goes first! It is only polite to respect your elders!
 
If there are multiple conflict types ongoing, then Physical Initiative always trumps Mental Initiative, which in turn always trumps Social Initiative.
 
 
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==Movement==
 
==Movement==
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Having said that, its possible (and even likely) that some areas of a battle environment might take time or effort to reach. If the combat is set in a vast tower with a long spiral staircase, for example, the GM might rule that you can't get to the fireball-flinging sorcerer at the top until you get past his minions, or somehow circumvent the stairs. In these circumstances, magics that increase your mobility are your best ally.
 
Having said that, its possible (and even likely) that some areas of a battle environment might take time or effort to reach. If the combat is set in a vast tower with a long spiral staircase, for example, the GM might rule that you can't get to the fireball-flinging sorcerer at the top until you get past his minions, or somehow circumvent the stairs. In these circumstances, magics that increase your mobility are your best ally.
  
'''After you have made your first attack, you can't move again that turn.''' This is actually is quite important in and has repercussions elsewhere in the game. For example, any multi-attacks you make on one turn must be at targets within reach of your weapons after you attack the first target. Also, it means that if you move into melee combat against a static opponent, they'll always get a chance to attack you back in melee.
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After you have made your first attack, you don't get to move any more. This is actually very important in several circumstances. The most important repercussion of this is that any multi-attacks you make this round must be at targets within reach of you after you attack the first target. Also, it means that if you move into melee combat against a static opponent, they'll always get a chance to attack you back in melee.
  
Obviously some ''kung fu secrets'' break this rule, though having magical movement isn't enough in itself. You don't get to teleport away after attacking, for example, unless the power you are using specifically says you can.
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Obviously some ''kung fu secrets'' break this rule, though having magical movement isn't enough in itself. You don't get to teleport away after attacking, for example.
 
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==Attacks==
 
==Attacks==
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Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit.
 
Now, ''Moon Shadow'' only gets to roll 2 dice, score a hit on a 2 or less, and deals 2 physical damage on each hit.
 
As a second example, in a Physical Conflict, let us instead assume that ''Moon Shadow'' is attacking a powerful demon, who has Physical 5, and from this: Evasion 5, Interference 5 and Absorption 5.
 
 
Even though the demon has mighty defences, ''Evasion, Interference and Absorption'' can't reduce ''Motion, Accuracy and Power'' to less than 1. ''Moon Shadow'' still gets to roll 1 dice, score a hit on a 1 or less, and deals 1 physical damage on each hit.
 
 
Note that as always, Kung Fu Secrets can break these rules, with many defensive secrets specifically stating that they can reduce an attack number to zero.
 
 
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==Injury==
 
==Injury==
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Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen.
 
Implicit to this system is the idea that no character suffers permanent defeats without their player's consent. A player's Xia hero may be beaten in combat, but he will not die - or be maimed or disabled - unless the player says that it is ok for that to happen.
 
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==Using Chi in Conflicts==
 
==Using Chi in Conflicts==
  
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* '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action.
 
* '''Action''' effects are declared when you declare your action. Obviously, you can only declare one '''action''' effect per action.
 
* '''Attack''' effects are then declared.
 
* '''Attack''' effects are then declared.
* '''Reaction''' and '''Defence''' effects are then declared.
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* '''Defence''' effects are then declared.
 
* The dice are then rolled, and the results resolved.
 
* The dice are then rolled, and the results resolved.
  
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* '''Channelling '''Mountain'' aka "Chi Breaker"'''
 
* '''Channelling '''Mountain'' aka "Chi Breaker"'''
When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks against you this round, though he can still attack other targets.<br>'''Keywords''': Defence;
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When you channel Mountain, spend 1 Yin Chi. If the attack fails to do any damage to you, you inflict a '''"Stop"''' on the attacker. That attacker cannot make any additional attacks this round, against you or any other target.<br>'''Keywords''': Defence;
  
 
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
 
Players might perceive "Chi Breaker" as being quite a weak power at the start of the game, but it is one that grows in utility as they and their enemies advance, as there are many sources of extra attacks available to a skilled Xia.
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==Regaining Chi==
 
==Regaining Chi==
 
===Catching breath===
 
===Catching breath===
<br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. when a conflict is done, and when he gets a chance to take a short rest) automatically regains all spent Yang Chi and Yin Chi.
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<br>Chi is often literally interpreted as "breath". A Xia who has a chance to catch his breath (i.e. at the end of a conflict, and when he gets a chance to take a short rest) automatically regains all spent Yang Chi and Yin Chi.
  
 
This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet.
 
This is primarily a dramatic decision - if the GM feels that tension is better maintained by making players run off the same limited resources, then he simply rules that they haven't had time or space to catch their breath yet.
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Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous.
 
Bear in mind that by default, most actions do NOT receive a Style Bonus. The Bonus should be a reward for being exceptional, rather than an expected part of the calculations for Chi management. If a player is gaining Style Bonuses more than three or four times in a Conflict, then you're probably being too generous.
 
Also, the Style Bonus is gained as soon as the GM awards it and not a moment sooner or later. If the GM notes the player's style before he has spent any chi, he gains that bonus chi now! If the GM notes the player's style when the action is done and completed, then the bonus us gained then.
 
 
Its worth saying again and again - this is a bonus, not an expected part of the chi flow calculation. GMs are never obliged to dish out this bonus, and can be as strict or as generous as they wish.
 
 
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===Kung Fu Secrets and Chi Flow===
 
===Kung Fu Secrets and Chi Flow===
 
<br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts.
 
<br> A sizeable number of kung fu secrets deal with regaining or converting Chi. These are detailed on their respective Lore Sheets. Experienced players will soon realise how important these secrets are to effective fighting, especially in longer and more protracted conflicts.
 
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=Unopposed Tasks=
 
=Unopposed Tasks=
  

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