IC Conflict Resolution: Difference between revisions

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[[Category:Systems]]{{UnderConstruction}}[[category:help]][[Category:Policy]]
[[Category:Systems]]{{UnderConstruction}}[[category:help]][[Category:Policy]]
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.<br>
 
== IC Conflict Resolution ==
Pax Republica uses [[Physique]] and [https://paxrepublica.net/index.php?title=Category:Reflexes Reflexes] 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.<br>


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.<br>
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.<br>
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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). <br>
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). <br>


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. <br>
So in the given example, if the character using Telepathy has +3 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 +3 in Telepathy. <br>


If you are unsure of how a conflict should be resolved or if something aligns with theme or not, please consult a staff member.
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==
==Combat==
===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.
=== Initiative ===
Combat will be turn-based. A turn begins with the first player to take action, and ends once every player in the combat session has had a chance to roll their actions for that turn. Turn order will be determined at the beginning of combat with an Initiative contest, which will consist of a single [https://paxrepublica.net/index.php?title=Category:Reflexes Reflexes] roll. The player who achieves the highest roll will have the opportunity to take the first combat action, and the player who rolled the lowest will be last.
 
=== Damage Benchmarks ===
During combat, the difference between the attacker's roll and the defender's roll will determine the level of damage dealt to the target.  
 
0-10: Minor Damage


75-100% - Good Health or Minor Damage: No penalty.<br>
11 - 20:  Moderate Damage


50-75% - Moderate Damage: -1D to all skill and attribute rolls<br>
21 - 30: Heavy Damage


25-50% - Heavy Damage: -2D to all skill and attribute rolls<br>
31+: Critical Hit


1-25% - Severe Damage: -3D to all skill and attribute rolls<br>
=== KO ===
A player will be considered KOed and barred from further combat actions for the remainder of the session, or until another player makes an adequate [[Heal]] or [[Medicine]] roll on their behalf based on the following criteria:


0% or lower - KOed and barred from further combat actions for the remainder of the session.
* 15 Minor Damage blows
* 10 Moderate Damage blows
* 5 Heavy Damage blows
* 3 Critical Hits


===Multiple Action===
===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.
Characters will suffer a -1 penalty for each extra action in addition to the 1st action. This penalty increases by 1 for each additional roll. An extra action is defined as anything that requires a separate roll.  


== Vehicle Combat ==
== Vehicle Combat ==

Revision as of 02:45, 16 September 2023

Please excuse the mess! This page may be incomplete.

IC Conflict Resolution

Pax Republica uses Physique and Reflexes 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 +3 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 +3 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.

Combat

Initiative

Combat will be turn-based. A turn begins with the first player to take action, and ends once every player in the combat session has had a chance to roll their actions for that turn. Turn order will be determined at the beginning of combat with an Initiative contest, which will consist of a single Reflexes roll. The player who achieves the highest roll will have the opportunity to take the first combat action, and the player who rolled the lowest will be last.

Damage Benchmarks

During combat, the difference between the attacker's roll and the defender's roll will determine the level of damage dealt to the target.

0-10: Minor Damage

11 - 20: Moderate Damage

21 - 30: Heavy Damage

31+: Critical Hit

KO

A player will be considered KOed and barred from further combat actions for the remainder of the session, or until another player makes an adequate Heal or Medicine roll on their behalf based on the following criteria:

  • 15 Minor Damage blows
  • 10 Moderate Damage blows
  • 5 Heavy Damage blows
  • 3 Critical Hits

Multiple Action

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

Vehicle Combat

Vehicle combat will work similarly to normal combat. In this case the attacking vehicle will first roll its Hit Rating against the defender's Maneuverability. If Hit Rating roll exceeds the Maneuverability roll, the attacker will then roll Firepower (or Velocity if ramming) against the defender's Armor or Shields. The defending vehicle will lose Armor or Shields pips in the same fashion a player in combat would lose Physique pips upon a successful roll by an attacker. If the vehicle has Shields dice, Shields will take damage until Shields pips reaches 0%, and the damage will then be inflicted upon Armor pips. The damage penalties will begin applying as soon as a vehicle reaches <75% armor. If the vehicle reaches 0% armor, it is KOed and barred from further combat actions.  


Armor pips may be restored by a player roll of Starship Engineering or Vehicle Engineering. Shields pips may be restored by the ship's owner at any time outside combat. If it is an animal mount a Heal or Medicine roll will be required and will work similarly to the way Physique pips are restored after normal character combat. For this we may need a combat flag that is automatically applied when someone either makes an attack roll against another player or another player's object or is the target of an attack roll. The flag is automatically dismissed after 1hr without any combat actions taken or received or can be removed by a wizbit.