IC Conflict Resolution: Difference between revisions

From Pax Republica
Jump to navigation Jump to search
Line 12: Line 12:
==Penalties==
==Penalties==
===Injury and KO===
===Injury and KO===
During combat, hit points will be based on Physique pips. A character will lose HP/Physique pips in an amount equivalent to the difference between attacking character's damage roll and defending character's Strength or Toughness roll. If defending Strength or Toughness roll is higher than damage roll, all damage is mitigated.
During combat, hit points will be based on Physique pips. A character will lose HP/Physique pips in an amount equivalent to the difference between attacking character's damage roll and defending character's defensive skill roll (Strength, Toughness, Dodge, etc). If defending roll is higher than the damage roll, all damage is mitigated.


75-100% - Good Health or Minor Damage: No penalty.<br>
75-100% - Good Health or Minor Damage: No penalty.<br>

Revision as of 02:13, 11 June 2022

Please excuse the mess! This page may be incomplete.

Pax Republica uses Physique skill rolls to resolve most physical combat situations. That being said, keep in mind that the dice rolling system is meant to be an optional tool used for resolving IC conflicts, and should not get in the way of good, themely storytelling. Players are not required to use it if all parties involved in the situation have OOCly agreed to an outcome, and in many situations resolutions will likely be left up to the GM to determine.

For example, if a player wants their character to use Telepathy to communicate something to another character, he/she may not have to roll anything if the other player has agreed that the targeted character wouldn't attempt to resist the mental intrusion. A failed Telepathy roll shouldn't get in the way of something that is perfectly feasible within the game's setting and all involved players have agreed that it would enhance the quality of a scene, or if the GM has determined it would help advance a plot.

However, not needing to roll does not mean you are not beholden to what's on your character's sheet. In other words, this cannot be used to justify your character doing something that isn't even within the scope of its capabilities. The general rule is that the action should be possible with a skill roll (i.e. would not require a roll higher than your character is able to achieve with the amount of dice he has in the skill).

So in the given example, if the character using Telepathy has 6D in the Telepathy skill, it may be allowed to read the target's thoughts and/or project some moderately complex concepts, but should not be editing or erasing the target character's memories even if all involved players have agreed to it, as that would require a roll exceeding 30 and that is not possible with only 6D in Telepathy.

If you are unsure of how a conflict should be resolved or if something aligns with theme or not, please consult a staff member.

Penalties

Injury and KO

During combat, hit points will be based on Physique pips. A character will lose HP/Physique pips in an amount equivalent to the difference between attacking character's damage roll and defending character's defensive skill roll (Strength, Toughness, Dodge, etc). If defending roll is higher than the damage roll, all damage is mitigated.

75-100% - Good Health or Minor Damage: No penalty.

50-75% - Moderate Damage: -1D to all skill and attribute rolls

25-50% - Heavy Damage: -2D to all skill and attribute rolls

1-25% - Severe Damage: -3D to all skill and attribute rolls

0% or lower - KOed and barred from further combat actions for the remainder of the session.

Multiple Action

Characters will suffer a -1D penalty for each extra action in addition to the 1st action. An extra action is defined as anything that requires a separate roll.