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RPG combat without injury and healing rules
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<blockquote data-quote="RivetGeekWil" data-source="post: 8776845" data-attributes="member: 6750255"><p>Cortex Prime contests. Once a contest is initiated, each side rolls to beat the difficulty set by the other side, until one side loses or gives in. If one side gives in, they narrate how they did so but don't take any mechanical consequences. Generally speaking, this means they give up whatever it is the other side wants - they walk away, stand down, reveal information, agree to something, whatever. If they lose and the contest is "low stakes", the winner gets what they want and the loser takes a complication or stress based on the winner's effect die. In "high stakes" contests, losing means being taken out of the scene (with the winner narrating what happens), and the loser has to pay a plot point to take stress or a complication instead. Cortex has no "injuries" - it's all stress or complications, and stress is basically just predefined complications. While stress or complications <em>can</em> be physical, it does not <em>have to be</em>. Along the same lines, Cortex does not have a combat system, all of the mods for the various methods are conflict resolution.</p><p></p><p>Tales of Xadia makes a refinement though that I prefer. There are no high or low stakes - losing a contest just results in stress, but doesn't necessarily mean the winner got what they wanted. The goal of a contest is to get the other side to give in. The only thing you can do by winning a contest is to grind the other side down.</p><p></p><p>Also, in Forged in the Dark consequences resulting from bad rolls are completely up to the GM, based on the fiction. The player can always resist a consequence, which may only reduce it vs eliminate it.</p></blockquote><p></p>
[QUOTE="RivetGeekWil, post: 8776845, member: 6750255"] Cortex Prime contests. Once a contest is initiated, each side rolls to beat the difficulty set by the other side, until one side loses or gives in. If one side gives in, they narrate how they did so but don't take any mechanical consequences. Generally speaking, this means they give up whatever it is the other side wants - they walk away, stand down, reveal information, agree to something, whatever. If they lose and the contest is "low stakes", the winner gets what they want and the loser takes a complication or stress based on the winner's effect die. In "high stakes" contests, losing means being taken out of the scene (with the winner narrating what happens), and the loser has to pay a plot point to take stress or a complication instead. Cortex has no "injuries" - it's all stress or complications, and stress is basically just predefined complications. While stress or complications [I]can[/I] be physical, it does not [I]have to be[/I]. Along the same lines, Cortex does not have a combat system, all of the mods for the various methods are conflict resolution. Tales of Xadia makes a refinement though that I prefer. There are no high or low stakes - losing a contest just results in stress, but doesn't necessarily mean the winner got what they wanted. The goal of a contest is to get the other side to give in. The only thing you can do by winning a contest is to grind the other side down. Also, in Forged in the Dark consequences resulting from bad rolls are completely up to the GM, based on the fiction. The player can always resist a consequence, which may only reduce it vs eliminate it. [/QUOTE]
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