Information

Fry's Amazing Engine for RP Conflict Resolution

0

Since I am planning on running some RP missions and events wherein Conflict may happen, I figured I would outline the system I use to resolve said conflicts.  Without any further ado, the system.

You are almost all familiar with the 50/50 roll system for success.  Mine is a bit different.

First of all, everyone gets one Action per "Turn."  Turn is a nebulous term her.  It could represent three seconds.  It could represent three hours.  But during each Turn, each participant gets one Action.  And Action is never movement.  That, within reason, just happens.  No, an Action is something declared like an Attack (melee, ranged, spell, social insult attack, etc.), Defending Yourself or Another, Poisoning a Weapon, Drinking a Potion, Casting a Spell, Deciphering a Scroll, Performing a Maneuver (a Feint, Disarm, Dirty Trick, etc.), or the like.  You get one per Turn, use it wisely.

Attack - This is just what it sounds like.  You endeavor to strike someone, whether with a sword, a spell, a thrown knife, etc.  You make an attack roll, and if it is successful, you strike your target

Special Note - Dual Wielding.  If your class offers a specialization that allows for Dual Wielding (such as Fury Warriors, Rogues, etc.), then when you make the Attack action, you may do one of two things.  You can attack two different nearby foes, making an attack roll for each target.  Or, you can focus both attacks on one target, making one attack roll, and doing greater damage.  If your class does not allow a Dual Wielding specialization, your rolls are a Disadvantage (see below).

Defend - You use your Action to defend yourself actively.  You may do so through dual-wielding, special spells, shields, etc.  When you elect this option, you make a roll as well as the attacker.  Whoever succeeds by the higher margin is victorious, with the defender winning all ties.  This means your target could hit you and you suffer no damage.

Special Note - Defend Another.  Just as above, but you elect to take the brunt of the attack for another.  There is a special circumstance here, though.  If you Fail your roll, or do not exceed the Success Margin of the attacker, YOU take the damage.  As well, if you Critically Fail your Defend Another roll, THEY take the damage of the attack.

A Note About Teamwork - Working together can be very beneficial.  Each person may make a roll, contributing in some way to the effort at hand.  The Storyteller has the right to limit the number of participants for Teamwork, as sometimes too many cooks spoil the soup.  Each person gets to make an Action and its attendant roll.  If you score a success, the next person in the Teamwork Chain gains Advantage (see below) on their roll.  If you get a Critical Success, the next person in the Teamwork Chain not only gets Advantage, but they also get to roll twice, and choose which result they wish to use.  And so on, until everyone involved the Action has resolved their actions in general.  However, if you Critically Fail your Assistance roll, the next roll in the chain gains Disadvantage instead.

So, you're asking, what the flying Hell is Advantage and Disadvantage?  Well, I'm glad you asked, lad/lass!  These are conditions that apply either a beneficial, or detrimental adjustment to your rolls

Advantage - This is when things are favorable for you and it is much less likely you will fail.  Advantage increases your chance for success, and your chance for a Critical Success.  This is most often gained through Teamwork.

Disadvantage - The other side of the coin is when things are not going too well for you, and things are looking a little grim.  Disadvantage increases your chance for failure, and your chance for a Critical Failure.  This usually comes about when you are in a seriously jeopardized situation, or someone in the Teamwork Chain has humped the bunk.

Special Note - Advantage and Disadvantage do not stack!  If you have three circumstances that dictate you have Advantage, and something comes along that hits you with Disadvantage (or vice versa), they cancel each other out, and it is a standard roll.

Rolling the Dice - When it comes down to it, a 1d100 roll by using the /roll command in game.  

Standard Roll
Critical Failure: 01-05
Failure: 06-50
Success: 51-95
Critical Success: 96-100

Advantage Roll
Critical Failure: 01-05
Failure: 06-25
Success: 26-90
Critical Success: 91-100

Disadvantage Roll
Critical Failure: 01-10
Failure: 11-75
Success: 76-95
Critical Success: 96-100

 

And this, ladies and gentlemen, is how it is done!

Last Forum PostsLast Forum Post RSS Feed
TopicPostedReplies
 59days ago3 Replies
 69days ago0 Replies
 78days ago0 Replies
 93days ago0 Replies
 1018days ago1 Replies
Recent Awards

Dead!

Awarded To
Izarre

Best Typos

Dead!

Awarded To
M. Mindspanner

View All
No FB Yes FB Hand (smaller) Lap 40.063em Desk 64.063em Wall 90.063em