
Conflict in RP
Rules
Conflict in roleplay can take many forms other than pure physical fights. When we discuss ‘Conflict RP’ does not merely refer to scenes where characters are physically fighting, but rather where directly conflicting actions take place. This certainly includes combat and use of magic or powers on characters but also includes sneaking past guards or tracking a fleeing foe or unraveling a cipher. Even attempting to read someone’s thoughts or manipulate their emotions can be seen as Conflict RP.
Where character abilities come in direct conflict it is best if both sides can agree on a mutually satisfactory outcome for the characters involved in the stories. Where this can not be achieved either due to disagreement or indifference the following rules are available to resolve such scenarios.
One Post; One Action
A given character may make one contested action per post, generally targeting a single target (though there are exceptions, especially with higher ranks of magical abilities). This can be as simple as trying to land a blow or throw a fireball, or as complex as deciphering evidence left at a crime scene or acrobatically ascending a building. The time that passes over the course of a post or distance traveled is flexible but should be consistent between participants in a conflict. This does not generally include a defense, one may instigate a single conflict action while defending against all that target them.
If you are forgoing the use of dice, you should be posting any conflict as an attempt to hit or deceive your target rather than posting that you DID hit or trick your opponent while allowing them to reply with whether or not that attempt succeeded in their response. Should you choose to use dice, we provide dice for the sim as detailed below.
Core Dice Convention
Normalized 1-10 range via 3d4-2 rolling convention. Add Rank of relevant ability as modifier. Contested rolls ties go to "defender". This is the convention used by the SoC Dice Hud. If players agree another convention could be used but is not recommended. The Dice Hud handles the internal math for the rolling convention and posts the roll to the discord for validation. You are expected to use the Callisto Dice Hud as your dice roller for any sim RP. Staff are more than happy to hand one out on request and it is available at the landing point.
If you request staff to moderate a scene and have used a different dice roller, staff will have you redo the rolls with the sim’s version. It posts all roles to the dice-roll chat in the discord to log dice rolls.
For uncontested rolls consult the following guidelines:
Result of 3+ unmodified will occur on over 93% of rolls
Result of 4+ unmodified will occur on ~85% of rolls
Result of 6+ unmodified will occur on 50% of rolls
Result of 8+ unmodified will occur on ~15% of roll
Result of 9+ unmodified will occur on under 8% of rolls
Which means, that if you are rolling, you have a very high probability of rolling higher than a three and thus an easy task should be at a difficulty of 4 without modifiers. As an example, if you have a baseline human trying to open a door in low lighting with their key, saying that they should roll a 4 or higher is a reasonable assumption. Suggested targets for complexity are as follows, assuming no additional modifiers.
Without Modifiers:
An Easy task should require a 4+ (inclusive)
A Moderate task should require a 6+ (inclusive)
A Difficult task should require an 8+ (inclusive)
Adjust accordingly for higher modifiers. Recommendation would be picking a level of mastery and level of difficulty and combining to determine Difficulty target. IE an Easy Task for a Master would be a target difficulty of 7+ which would be difficult though not impossible for an untrained individual. Or a difficult task for a novice might be a 9+ target which is a Moderate task (pre modified roll of 6+) for a Master.
Full Graph and Breakdown of probabilities by mastery level available upon request, Lex has an unhealthy fondness for probability curves.
Scenarios
We are all well aware that combat can take a long time, especially with multiple people. At the beginning of a conflict scene, you should establish how intensive you wish to get with the dice. We have laid out several suggestions below for you to use. In a storyteller or admin facilitated scene, the ST or admin will explain what convention they will be utilizing.
Combat - Slow and Involved
This system would be recommended for more intricate duels and situations where a degree of randomness is applied to Attack and Defense. This is overly complex for group combats and not recommended in those situations. This should be used only in cases of one on one battles.
Each participant declares a power/modifier for Attack and one for Defense. (Player agreement if the same can be used for both and what could qualify.
Each participant makes one attack roll and one defense roll vs each attack targeting them. Rolls are compared and success of each action determined accordingly. Allows for pyrrhic victories of both succeeding and adds dynamism at the cost of time.
Combat - Moderate Speed for Group Combat
This system would be best for group combats with a chaotic every man for himself melee.
Each participant targets one other participant with an attack and compares that to a static defense of 6+ a single defense modifier. (Optionally a single defense roll vs all incoming attacks but static will be faster and less confusing).
Allows for less rolling than the duel style model above but still maintains a distinction between attack and Defense and emphasis on individual actions and interplay.
Combat - Fast and Simple
Faster format for duels/small combats. Best for combats that can be reduced to one on one conflicts.
Participants each declare an attack and roll. Rolls are contested success to winner. Higher modifier wins ties. In the event of tied roll and modifier both actions fail. (Optional: both fail on any tie regardless of modifier)
Only one action will succeed per round.
Storyteller Run Scenes
Combat - Fast Groups
This system is best used when several combatants attack a single defender. Particularly in the case that the defender is more potent than the attackers.
Best used in scenes by STs to streamline combat. Each participant declares an action (combat or other restricted action per ST scene needs)
All make a single roll with their modifier and compare against the opponent (usually singular) Winning actions succeed. Rather than rolling any participant may "aid" another and add their modifier to another participants roll for the round. (this would include the primary opponent if desired)
This system generally requires a singular entity to be an opponent, though multiple opponents for separate stages are also possible (IE guardian that must be evaded before engaging with a puzzle or other enemy) See also Mob Rules below.
Combat - Mob Rules
When a mass of weak individuals (think zombie hordes or attacking pirates etc) is encountered ST's might invoke mob rules treating groups of enemies as single entities. Mobs have a modifier that may exceed 3 but is reduced when the Mob is successfully attacked.
Recommendation is Mobs have a static defense based on mob type and an attack mod based on numbers that reduces as attacks succeed. Generally this is easiest maintained by the mob losing one attack per successful attack and being defeated when modifier is depleted.
At ST discretion wave battles could be initiated with this system as well. (Innovative use of powers or material to generate AOE should grant a circumstance bonus to attacks on mobs).
At ST discretion Mobs might damage all other participants that do not beat the mobs attack roll on their action This is particularly apt if a mob is in use in the former group fight scenario.
Except for an allowed Aid Action in a Storyteller run scene, and appropriate uses of the Augment ability, there is no combination of powers for modifiers above the +4 allowed for a Superior Magical Ability.
Non Combat Plot Tasks:
Most non combat tasks will either succeed or fail at ST discretion without roll or rolling will primarily affect time taken for a task.
In Cases where there are time constraints or tasks are in direct opposition (tracking vs stealth etc.) rolls may be used with standard opposed roll mechanics. At ST/Defender discretion some tasks may allow, or require, group effort. Group effort allows multiple participants to pool their efforts and modifiers in order to succeed. Generally this will be simply summing the modifiers of all participants and applying that sum to a base roll for success.
In some cases a ST may call for minimum modifiers before being able to join or waive modifiers instead allowing a flat +1 per assistant for tasks where unskilled hands are needed or set a minimum number of participants for success to be possible.
Some tasks may be ill suited to group work and access a penalty per additional Participant (perhaps forcing a group of masters to work together to achieve a high Target Difficulty with a -1 or -1 penalty for group work. These are a small sample of discretionary steps ST's may take to tailor the tasks to the group present.
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As in all things, the rolling mechanics exist to heighten the roleplay experience not subsume it.