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<blockquote data-quote="AbdulAlhazred" data-source="post: 8949636" data-attributes="member: 82106"><p>Yeah, TB2 uses a conflict system for ALL conflicts which is, AFAIK pretty much based on how they work in BW, though I am not familiar enough with the BW ones to say exactly which flavor or what the divergence is, but I think its basically pretty similar to Duel of Wits. Anyway, this is also the TB2 combat system! In all of them you have a basic conflict type, and the range of possible outcomes will depend on the relative might of the two sides (might 2 PCs, the baseline, taking on a dragon in a negotiation are going to basically hope to survive, the best they can 'win' is probably NOT being eaten, vs some might 1 kobolds they could force the kobolds to agree to become their slaves or something). Actual conflict goes in turns, and in each turn there are 3 'rounds' in which a PC enacts some strategy. It could be an 'attack', a 'defense', a 'feint', or a 'maneuver'. The opposition does the same, and depending on the type of conflict and action type taken, there may be a check required, or something else might happen. At some point one side or the other runs out of 'disposition' (sort of hit points) and the conflict ends. At that point the winning sides disposition and the relative power of each side will determine who exactly gets how much of what they wanted, and at what price.</p><p></p><p>This is a pretty flexible system, although it may be a little 'heavy' for simpler interactions. TB2 is also perfectly happy with ad-hoc resolution of most situations that don't involve a significant conflict (like to find out if you can get food for a bargain price in the market). However, a LOT of the later type things are specific to 'town' or 'camp' phases and thus have another significant structure around them anyway. Like if you haggle in the market you risk being blackballed by all the traders there, which could be a serious problem if you need supplies badly.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8949636, member: 82106"] Yeah, TB2 uses a conflict system for ALL conflicts which is, AFAIK pretty much based on how they work in BW, though I am not familiar enough with the BW ones to say exactly which flavor or what the divergence is, but I think its basically pretty similar to Duel of Wits. Anyway, this is also the TB2 combat system! In all of them you have a basic conflict type, and the range of possible outcomes will depend on the relative might of the two sides (might 2 PCs, the baseline, taking on a dragon in a negotiation are going to basically hope to survive, the best they can 'win' is probably NOT being eaten, vs some might 1 kobolds they could force the kobolds to agree to become their slaves or something). Actual conflict goes in turns, and in each turn there are 3 'rounds' in which a PC enacts some strategy. It could be an 'attack', a 'defense', a 'feint', or a 'maneuver'. The opposition does the same, and depending on the type of conflict and action type taken, there may be a check required, or something else might happen. At some point one side or the other runs out of 'disposition' (sort of hit points) and the conflict ends. At that point the winning sides disposition and the relative power of each side will determine who exactly gets how much of what they wanted, and at what price. This is a pretty flexible system, although it may be a little 'heavy' for simpler interactions. TB2 is also perfectly happy with ad-hoc resolution of most situations that don't involve a significant conflict (like to find out if you can get food for a bargain price in the market). However, a LOT of the later type things are specific to 'town' or 'camp' phases and thus have another significant structure around them anyway. Like if you haggle in the market you risk being blackballed by all the traders there, which could be a serious problem if you need supplies badly. [/QUOTE]
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