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Homebrew resolution system critique
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<blockquote data-quote="HoboTheOriginal" data-source="post: 6346909" data-attributes="member: 6777730"><p>Okay... Here's a more detailed breakdown of resolution that I've got. I hate posting text blocks, but it allows for easy quoting rather than PDF. I'm starting an actual draft of rules in general, so hopefully I can pick your brains a little more before getting to this section in my rules <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p></p><p>There are 12 attributes that govern all the creatures and characters in the game. The “standard six”; strength, constitution, dexterity, wisdom, intelligence and charisma. In addition, there is combat skill, debate skill, and arcana(a creature's affinity for magic). There are 3 more “static” attributes; perception(creature's senses), approach(a creature's ability to close into fighting range safely), threat(a creature's ability to keep attacker's at bay).</p><p></p><p></p><p>All attributes are measured on a scale of 1-100. The number in the 10's place holder is called the “threshold', while the 1's is the “degree”. If an attribute is to modify a roll, or lend a bonus to another stat, the modifier will be taken from the threshold. Thus, a score of 56 will lend a +5 modifier when applicable. Attributes are bought at character creation, with additional numbers generated by race, gender, age, class and physique.</p><p></p><p></p><p>Static attributes will never be affected by the luck of dice. A perception score of 67 will stay a 67 during opposed checks, or in instances that a target number to find something hidden has been given by the GM. Thus, if the TN is 58, everyone in the party with a perception score of 58+ will have succeeded without having to roll. </p><p></p><p></p><p>All attributes will be categorized by type; physical, mental, social, combat, magical, etc... Some attributes may overlap types, for instance: strength would fit into the physical type as well as combat. As PC's resolve conflicts, they will be awarded points to the attribute type that was involved. Once enough have been earned, the PC may buy degrees to further any attributes of that type, pushing to higher thresholds. So, a PC has been utilizing her strength of 56 for several climbing and jumping conflicts. After levelling, she can buy more degrees to disperse as she sees fit amongst the physical type group. She chooses to put 4 points into her strength score and reach a new threshold of 60!</p><p></p><p></p><p> When testing to resolve a conflict involving an attribute, a percentile is rolled with the target number being the tester's attribute score. If the roll is equal to or lower than the score, it is a success. The range of success or failure may be determined by the threshold of the roll. So, if a roll of 22 is compared against a TN of 65, there is a threshold difference of 40(60 – 20 = 40). Just how successful a difference of 40 is, is situational - but the bigger the difference, the better the results. </p><p></p><p></p><p>Regardless of all other factors, a 01 will always succeed while a 100 will always fail – no matter the undertaking. </p><p></p><p></p><p>An opposed roll is called for when a PC's actions may come into direct contest of an NPC, rival PC, or vice versa. The two opponents choose the attribute most applicable to the situation. The PC will make an attribute check as per the normal rules of checks, but the roll will be modified by the opponent's threshold difference. Thus, in a contest of a PC's 56 against 28, the PC would add the threshold difference of 30(50 – 20 = 30), for a TN of 86. Should the stats be reversed, the PC would find himself with a TN of 8.</p><p></p><p></p><p>The PC is only ever the one to roll. Whether attempting to effect the NPC or resist the NPC, the only roll is made by the PC, modified by the NPC. However, in the circumstance that two PC's find themselves at odds, the PC that initiated the contest is the one that rolls.</p><p></p><p></p><p>Combat is one of the most important systems to resolve conflict. Combat is divided into two phases; movement and clash, with two additional phases that proceed the first round of combat – but only the first round. The additional phases are draw, and assessment.</p><p></p><p></p><p>The draw phase is essentially the transition of a conflict to one that requires resolution through combat. It is a very important phase because it serves as the first step to structuring combat into the narrative. During the draw phase, the individual(s) who initiated combat may preform a single action; attack an enemy within striking distance of their weapon(be it bow, spear, sword or otherwise), close the distance with an opponent as if they had a threat score of 0, or tactically move in any way. Once this phase has concluded, every participant in the combat will have their weapons ready, and be able to fight at full capacity.</p><p></p><p></p><p>The assessment phase is the last chance to abort combat. This represents that calm before the storm, the slight hesitation that men may have before committing themselves to bloody battle. Even animals size up their prey, or begin posturing before a conflict. The assessment phase is mainly an RP tool to enhance the tension of combat, but includes slight actions that may be used to bolster your abilities in combat, or help you avoid it entirely. You may assess threats, mark targets, spot hidden enemies, taunt, intimidate, study an opponent's movements or weaponry, and enter a debate to avoid combat. If there was a surprise attack in the draw phase, this phase is skipped.</p><p></p><p></p><p>The movement phase is a chance for characters to close the distance with an enemy, attempt to withdraw from combat, or move to a more tactical position. Initiative is rolled in this phase to determine who acts first. Initiative is rolled per group rather than per individual participant. Once a group has been given the initiative, all members of that group may declare their movements, then resolve them in any order they choose as movement by a group is considered simultaneous. Once one group has completed moves, all other groups may complete their moves in sequence.</p><p></p><p></p><p>A combatant may close the distance with an enemy to engage in melee combat. Charging at an enemy can only be done safely if the attacker's approach stat is higher than the defender's threat stat. In any other event, the defender may gain an advantage in the clash, or an opportunity to wound the attacker depending on the difference in their stats. Likewise, an attacker with a much higher approach could gain advantage against the defender in a clash.</p><p></p><p></p><p>The clash phase is where actual swords are swung. Opponents who have made contact via the movement phase enter an opposed combat skill check, with the character who made the approach being the attacker. Only the PC's need to roll, whether they are the attacker or the defender. All the rules for opposed checks apply for the clash. So, a PC with combat skill of 62 clashes against an NPC with a 49. The PC's TN becomes 82(60 - 40 = 20)(20 + 62 = 82). The PC rolls a 35, thus generating a threshold difference of 50(80 – 30 = 50). This threshold difference is used to buy results on a damage chart to wound the opponent. </p><p></p><p></p><p>Each damage chart is ranked from level 1 to level 10, with 10 being the best result possible. Each threshold difference from a clash grants you a success token to buy a level on the damage chart. Additional tokens may be granted based on certain other factors, such as strength, dexterity, or spent stamina. Results on the charts vary from extremity flesh wound to a full fledged mortal wound. Additionally, success tokens that aren't spent may be carried over into the next round of the clash.</p><p></p><p></p><p>There are four charts. Attacker, defender, non-lethal and ranged. The winner of the clash has to roll on the appropriate chart depending on his role in the clash, be it attacker or defender – with the non-lethal chart being optional for either. The ranged chart of course only applies to characters using missile weapons. While the other 3 charts are about dealing damage, the non-lethal chart is about affecting your opponent in various ways; manipulating their movement, disarming them, grappling, draining stamina, even spitting in their eyes! Although situational, some results might actually be more effective than applying direct damage.</p><p></p><p></p><p>Stamina points are pooled at the start of conflicts and may be spent to increase the threshold of any roll that is based on a physical attribute. Additionally, they can be used to buy success tokens for damage charts. If all stamina points are drained, a character will enter a winded state of exhaustion where they are vulnerable. Stamina is calculated by adding the modifiers of your wisdom and constitution score.</p><p></p><p></p><p>After each clash is resolved, a new movement phase begins. Characters that are still in an unresolved clash may not move. All other characters may move freely.</p><p></p><p></p><p>Debates will work in a similar fashion as opposed combat skill checks, the main difference being that threshold differences will decide possible concessions. A debate might not always sway the mind of the opponent, but a strong argument might effect those around to support your cause or withdraw support from the opposition.</p></blockquote><p></p>
[QUOTE="HoboTheOriginal, post: 6346909, member: 6777730"] Okay... Here's a more detailed breakdown of resolution that I've got. I hate posting text blocks, but it allows for easy quoting rather than PDF. I'm starting an actual draft of rules in general, so hopefully I can pick your brains a little more before getting to this section in my rules :-) There are 12 attributes that govern all the creatures and characters in the game. The “standard six”; strength, constitution, dexterity, wisdom, intelligence and charisma. In addition, there is combat skill, debate skill, and arcana(a creature's affinity for magic). There are 3 more “static” attributes; perception(creature's senses), approach(a creature's ability to close into fighting range safely), threat(a creature's ability to keep attacker's at bay). All attributes are measured on a scale of 1-100. The number in the 10's place holder is called the “threshold', while the 1's is the “degree”. If an attribute is to modify a roll, or lend a bonus to another stat, the modifier will be taken from the threshold. Thus, a score of 56 will lend a +5 modifier when applicable. Attributes are bought at character creation, with additional numbers generated by race, gender, age, class and physique. Static attributes will never be affected by the luck of dice. A perception score of 67 will stay a 67 during opposed checks, or in instances that a target number to find something hidden has been given by the GM. Thus, if the TN is 58, everyone in the party with a perception score of 58+ will have succeeded without having to roll. All attributes will be categorized by type; physical, mental, social, combat, magical, etc... Some attributes may overlap types, for instance: strength would fit into the physical type as well as combat. As PC's resolve conflicts, they will be awarded points to the attribute type that was involved. Once enough have been earned, the PC may buy degrees to further any attributes of that type, pushing to higher thresholds. So, a PC has been utilizing her strength of 56 for several climbing and jumping conflicts. After levelling, she can buy more degrees to disperse as she sees fit amongst the physical type group. She chooses to put 4 points into her strength score and reach a new threshold of 60! When testing to resolve a conflict involving an attribute, a percentile is rolled with the target number being the tester's attribute score. If the roll is equal to or lower than the score, it is a success. The range of success or failure may be determined by the threshold of the roll. So, if a roll of 22 is compared against a TN of 65, there is a threshold difference of 40(60 – 20 = 40). Just how successful a difference of 40 is, is situational - but the bigger the difference, the better the results. Regardless of all other factors, a 01 will always succeed while a 100 will always fail – no matter the undertaking. An opposed roll is called for when a PC's actions may come into direct contest of an NPC, rival PC, or vice versa. The two opponents choose the attribute most applicable to the situation. The PC will make an attribute check as per the normal rules of checks, but the roll will be modified by the opponent's threshold difference. Thus, in a contest of a PC's 56 against 28, the PC would add the threshold difference of 30(50 – 20 = 30), for a TN of 86. Should the stats be reversed, the PC would find himself with a TN of 8. The PC is only ever the one to roll. Whether attempting to effect the NPC or resist the NPC, the only roll is made by the PC, modified by the NPC. However, in the circumstance that two PC's find themselves at odds, the PC that initiated the contest is the one that rolls. Combat is one of the most important systems to resolve conflict. Combat is divided into two phases; movement and clash, with two additional phases that proceed the first round of combat – but only the first round. The additional phases are draw, and assessment. The draw phase is essentially the transition of a conflict to one that requires resolution through combat. It is a very important phase because it serves as the first step to structuring combat into the narrative. During the draw phase, the individual(s) who initiated combat may preform a single action; attack an enemy within striking distance of their weapon(be it bow, spear, sword or otherwise), close the distance with an opponent as if they had a threat score of 0, or tactically move in any way. Once this phase has concluded, every participant in the combat will have their weapons ready, and be able to fight at full capacity. The assessment phase is the last chance to abort combat. This represents that calm before the storm, the slight hesitation that men may have before committing themselves to bloody battle. Even animals size up their prey, or begin posturing before a conflict. The assessment phase is mainly an RP tool to enhance the tension of combat, but includes slight actions that may be used to bolster your abilities in combat, or help you avoid it entirely. You may assess threats, mark targets, spot hidden enemies, taunt, intimidate, study an opponent's movements or weaponry, and enter a debate to avoid combat. If there was a surprise attack in the draw phase, this phase is skipped. The movement phase is a chance for characters to close the distance with an enemy, attempt to withdraw from combat, or move to a more tactical position. Initiative is rolled in this phase to determine who acts first. Initiative is rolled per group rather than per individual participant. Once a group has been given the initiative, all members of that group may declare their movements, then resolve them in any order they choose as movement by a group is considered simultaneous. Once one group has completed moves, all other groups may complete their moves in sequence. A combatant may close the distance with an enemy to engage in melee combat. Charging at an enemy can only be done safely if the attacker's approach stat is higher than the defender's threat stat. In any other event, the defender may gain an advantage in the clash, or an opportunity to wound the attacker depending on the difference in their stats. Likewise, an attacker with a much higher approach could gain advantage against the defender in a clash. The clash phase is where actual swords are swung. Opponents who have made contact via the movement phase enter an opposed combat skill check, with the character who made the approach being the attacker. Only the PC's need to roll, whether they are the attacker or the defender. All the rules for opposed checks apply for the clash. So, a PC with combat skill of 62 clashes against an NPC with a 49. The PC's TN becomes 82(60 - 40 = 20)(20 + 62 = 82). The PC rolls a 35, thus generating a threshold difference of 50(80 – 30 = 50). This threshold difference is used to buy results on a damage chart to wound the opponent. Each damage chart is ranked from level 1 to level 10, with 10 being the best result possible. Each threshold difference from a clash grants you a success token to buy a level on the damage chart. Additional tokens may be granted based on certain other factors, such as strength, dexterity, or spent stamina. Results on the charts vary from extremity flesh wound to a full fledged mortal wound. Additionally, success tokens that aren't spent may be carried over into the next round of the clash. There are four charts. Attacker, defender, non-lethal and ranged. The winner of the clash has to roll on the appropriate chart depending on his role in the clash, be it attacker or defender – with the non-lethal chart being optional for either. The ranged chart of course only applies to characters using missile weapons. While the other 3 charts are about dealing damage, the non-lethal chart is about affecting your opponent in various ways; manipulating their movement, disarming them, grappling, draining stamina, even spitting in their eyes! Although situational, some results might actually be more effective than applying direct damage. Stamina points are pooled at the start of conflicts and may be spent to increase the threshold of any roll that is based on a physical attribute. Additionally, they can be used to buy success tokens for damage charts. If all stamina points are drained, a character will enter a winded state of exhaustion where they are vulnerable. Stamina is calculated by adding the modifiers of your wisdom and constitution score. After each clash is resolved, a new movement phase begins. Characters that are still in an unresolved clash may not move. All other characters may move freely. Debates will work in a similar fashion as opposed combat skill checks, the main difference being that threshold differences will decide possible concessions. A debate might not always sway the mind of the opponent, but a strong argument might effect those around to support your cause or withdraw support from the opposition. [/QUOTE]
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