IC Conflict Resolution: Difference between revisions

From Pax Republica
Jump to navigation Jump to search
Line 20: Line 20:
During combat, the difference between the attacker's roll and the defender's roll will determine the level of damage dealt to the target.  
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
0-10: Minor  


11 - 20:  Moderate Damage
11 - 20:  Moderate


21 - 30: Heavy Damage
21 - 30: Heavy


31+: Critical Hit
31+: Critical


===Multiple Action===
===Multiple Action===

Revision as of 02:55, 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

11 - 20: Moderate

21 - 30: Heavy

31+: Critical

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.