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<blockquote data-quote="Nagol" data-source="post: 6039934" data-attributes="member: 23935"><p>Any system requires a few things to make it analogous to a combat encounter:</p><p></p><p>What are the characters attempting to accomplish? <-- this is typically defined in systems I've seen</p><p>What are the characters risking? <-- this is typically undefined, nothing, or the risk is the encounter devolves into a combat in systems I've seen</p><p>How difficult is the opposition? <-- this is typically handwaved or set to "appropriate for the party level" in systems I've seen</p><p></p><p>I think a good system would force the definition of all the above.</p><p></p><p>There's a room with an orc and a pie the characters want to go through.</p><p></p><p>The characters could:</p><p></p><p>1) Rush in and attempt to take out the orc. If they succeed, they have free access through the room and gain the pie. If others learn the orc was killed, they will respond with deadly force and not attempt to capture. It is a moderate risk endeavour. Failure risks death or capture by the orc. <em> Run as a typical combat where the whole group gets surprise</em>.</p><p> </p><p>2) Attempt to sneak past the orc whilst he is focused on the pie. They risk combat starting with the group split and at a tactical disadvantage if they are detected. If they succeed, they may exit the room out the other corridor. It is a low risk endeavour. Failure results in the fight, above except the party takes penalties for being out of formation and focused on stealth not combat for the first round or two. <em>Run as follows: the orc has a passive perception of 15 and 6 distraction points. Everyone who tries to pass the orc must roll a stealth check against the orc's perception - distraction points. Any stealth failure will cost a distraction point. A critical failure costs 1d6 distraction points. If the orc's distraction points hit zero, he looks up and notices the party stealthing by him. The character that got noticed will take the orc's first attack with a penalty of 4 on AC and the orc gets surprise. Attacking the orc while he is still distracted results in starting the fight as above except only the attacker gets surprise.</em></p><p></p><p>3) Attempt to talk their way past the orc. They risk alerting the orc to their presence and having it alert the rest of the complex. If they succeed, they may exit the room out the other corridor and reasonably expect to return unmolested. A terrific success will get them a portion of the pie. Failure results in a loud bellow that may attract other denizens of the area as the orc initiates combat, as above. Abyssmal failure will have the orc become enraged and gain combat bonuses as well. <em>Run as follows: the orc will act unfriendly and starts with a friendliness score of -5. Initial approach requires a successul Diplomacy check (DC 12). Success indicates a parley may commence; failure generates -1 friendliness and he must to approached again. If the friendliness score drops below -9, the orc will bellow for aid and attack immediately; roll initiative normally. If the friendliness score drops below -14, the orc becomes enraged gaining a +2 to hit and damage. If the friendliness score rises above +4, the orc will allow free passage through the room. If the friendliness score rises past +9, the orc will give half the pie to his new friends. Each success grants one friendliness point; each failure subtracts one. Every 4 shifts in the score will see a notable change in the orc's demeanour. Attempts to intimidate, mock, or annoy the orc will generate an automatic failure. Any attempt to take or joke about taking the pie will result in 10 failures. Any bribe provides (bribe / pie's value) successes. Each minute of polite conversation counts as a success. Characters can continue collecting successes until they decide to move on.</em></p></blockquote><p></p>
[QUOTE="Nagol, post: 6039934, member: 23935"] Any system requires a few things to make it analogous to a combat encounter: What are the characters attempting to accomplish? <-- this is typically defined in systems I've seen What are the characters risking? <-- this is typically undefined, nothing, or the risk is the encounter devolves into a combat in systems I've seen How difficult is the opposition? <-- this is typically handwaved or set to "appropriate for the party level" in systems I've seen I think a good system would force the definition of all the above. There's a room with an orc and a pie the characters want to go through. The characters could: 1) Rush in and attempt to take out the orc. If they succeed, they have free access through the room and gain the pie. If others learn the orc was killed, they will respond with deadly force and not attempt to capture. It is a moderate risk endeavour. Failure risks death or capture by the orc. [I] Run as a typical combat where the whole group gets surprise[/I]. 2) Attempt to sneak past the orc whilst he is focused on the pie. They risk combat starting with the group split and at a tactical disadvantage if they are detected. If they succeed, they may exit the room out the other corridor. It is a low risk endeavour. Failure results in the fight, above except the party takes penalties for being out of formation and focused on stealth not combat for the first round or two. [I]Run as follows: the orc has a passive perception of 15 and 6 distraction points. Everyone who tries to pass the orc must roll a stealth check against the orc's perception - distraction points. Any stealth failure will cost a distraction point. A critical failure costs 1d6 distraction points. If the orc's distraction points hit zero, he looks up and notices the party stealthing by him. The character that got noticed will take the orc's first attack with a penalty of 4 on AC and the orc gets surprise. Attacking the orc while he is still distracted results in starting the fight as above except only the attacker gets surprise.[/I] 3) Attempt to talk their way past the orc. They risk alerting the orc to their presence and having it alert the rest of the complex. If they succeed, they may exit the room out the other corridor and reasonably expect to return unmolested. A terrific success will get them a portion of the pie. Failure results in a loud bellow that may attract other denizens of the area as the orc initiates combat, as above. Abyssmal failure will have the orc become enraged and gain combat bonuses as well. [I]Run as follows: the orc will act unfriendly and starts with a friendliness score of -5. Initial approach requires a successul Diplomacy check (DC 12). Success indicates a parley may commence; failure generates -1 friendliness and he must to approached again. If the friendliness score drops below -9, the orc will bellow for aid and attack immediately; roll initiative normally. If the friendliness score drops below -14, the orc becomes enraged gaining a +2 to hit and damage. If the friendliness score rises above +4, the orc will allow free passage through the room. If the friendliness score rises past +9, the orc will give half the pie to his new friends. Each success grants one friendliness point; each failure subtracts one. Every 4 shifts in the score will see a notable change in the orc's demeanour. Attempts to intimidate, mock, or annoy the orc will generate an automatic failure. Any attempt to take or joke about taking the pie will result in 10 failures. Any bribe provides (bribe / pie's value) successes. Each minute of polite conversation counts as a success. Characters can continue collecting successes until they decide to move on.[/I] [/QUOTE]
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