challenges
June 26, 2022
A few ideas for a challenge resolution System, plus some ideas from Deodatus
Method 1: Resist Blows #
When a character strikes a Blow against a Resistance, the GM will create a dice pool.
Lesser Blow: 1d6
Mean Blow: 2d6
Hard Blow: 3d6
Add +1d6 for every point of Damage that Resistance has.
If the GM rolls a 1, that Resistance gets crossed out and is overcome. If not, add 1 damage to it.
Example:
Magic Sigils Room; | Damage |
---|---|
Illusion Magic | X |
Sophisticated Contraptions | X X X |
Trapped Control Panel | XX |
Golden Sigils |
If a character strikes a Mean Blow against Illusion Magic, the GM will roll 3d6.
When the GM strikes a Blow against a character, the procedure is similar. The character will roll as many dice as established by the severity of the blow, +1d6 if they are Vulnerable. If they roll a 1, they lose 1 Hold.
Method 2: Active Rolls #
The true difference between this and the previous method is who makes the rolls.
When a character strikes a Blow against a Resistance, that character will create a dice pool.
Lesser Blow: 1d6
Mean Blow: 2d6
Hard Blow: 3d6
Add +1d6 for every point of Damage that Resistance has.
If the character rolls a 6, that Resistance gets crossed out and is overcome. If not, add 1 damage to it.
Example:
Magic Sigils Room; | Damage |
---|---|
Illusion Magic | X |
Sophisticated Contraptions | X X X |
Trapped Control Panel | XX |
Golden Sigils |
If a character strikes a Mean Blow against Illusion Magic, they roll 3d6.
When the GM strikes a Blow against a character, the procedure is similar. The GM will roll as many dice as established by the severity of the blow, +1d6 if the character is Vulnerable. If the GM rolls a 6, the character loses 1 Hold.
Method 3: Damage as Established #
This is the simplest and most direct method.
When creating Opposition, the GM will distribute a number of Resistance Points among all Resistances. I’d recommend 5 points for an easy Opposition and about 15 points for a very hard Opposition.
Once any Resistance has lost all of is Resistance Points, it is Overcome.
When a character or the GM strikes a Blow, they deal 1-3 damage according to the severity of the Blow.
Lesser Blow: 1 damage
Mean Blow: 2 damage
Hard Blow: 3 damage
Example:
Magic Sigils Room; | Resistance |
---|---|
Illusion Magic | X |
Sophisticated Contraptions | X X X X X |
Trapped Control Panel | X X |
Golden Sigils | X X |
If a character strikes a Mean Blow against Golden Sigils, it loses 2 Resistance Points and is Overcome.
If the GM strikes a Mean Blow against a character, that character loses 2 Hold.
Method 4 - Fantasy & Feelings #
When a character strikes a Blow against a resistance, that character will roll a d6 pool as stablished.
Lesser Blow: 1d6
Mean Blow: 2d6
Hard Blow: 3d6
Don’t ignore any dice.
If there is a result is higher than the damage the Resistance Points, that resistance is defeated. If not, it loses 1 point. If there is a result higher than the Resistance Points, that resistance is defeated. If not, it loses 1 point.
If there is a result is 1, that character loses 1 Hold. If there is a 1, that character loses 1 Hold.
Using an opening adds 1 die and drops the lowest die. Being vulnerable adds 1 die and drops the highest die.
Variation: double 1s and double 6s.
If the result is a double 6, Overcome that resistance and deal 1 damage to a different resistance.
Using an opening adds 1 die and drops the lowest die. Being vulnerable adds 1 die and drops the highest die.
Variation: double 1s and double 6s.
If the result is a double 6, Overcome that resistance and deal 1 damage to a different resistance.
If the result is a double 1, the character loses 2 Hold.> If the result is a double 1, the character loses 2 Hold.
When determining Resistances, spend a number of points among them. I’d say 5 to 15 points depending on how hard the challenge the Opposition presents.
Example:
Magic Sigils Room; | Resistance (10 pts) |
---|---|
Illusion Magic | X X |
Sophisticated Contraptions | X X X |
Trapped Control Panel | X |
Golden Sigils | X X X X |
Suggestion from Deodatus #
So you roll the pooled ‘hit’ dice and sum the highest 2 dice: 12: Angle totally destroyed. The situation changes. ** 10-11: Angle is not destroyed but beaten, won’t be active unless the boss can withdraw and ‘heal’ it. The situatuon changes. 7-9 Angle fights back with some soft counter move ** 1-6 Angle retributes with some hard counter move