actions.en.sgml
brancharpeges
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     8 <chapter id="sactions" revision="$Revision: 1841 $ $Name$"
       
     9   vendor="1.39" xmlns:xi="http://www.w3.org/2003/XInclude">
       
    10   <title id="stactions">Action Resolution</title>
       
    11   
       
    12   <para>For resolving an action in Harmonies, three aspects must be
       
    13     determined.  The first one is the type of action, the second its
       
    14     difficulty, and the last is the <link
       
    15     linkend="scompniveau">Competency Level</link>.  Those details must
       
    16     be determined by the Game Master and, again, the rules are simply
       
    17     there to help her or to suggest some solutions.  She can do
       
    18     everything she want with.</para>
       
    19 
       
    20   <section id="sdifficulte">
       
    21     <title id="stdifficulte">Action Difficulty</title>
       
    22     
       
    23     <para>The action difficulty give the chance of success of an
       
    24       action for a typical character (one with zero in all her
       
    25       attributes and competencies).  A typical character will have 50%
       
    26       to succeed an action of difficulty zero.  An action with a
       
    27       positive difficulty (low) will be easier to succeed than an
       
    28       action with a negative difficulty (high).</para>
       
    29 
       
    30     <para>The principle is simple.  Choose first the Competency and
       
    31       Attributes that will be used.  The Game Master then choose the
       
    32       difficulty for this particular action.  This difficulty is the
       
    33       same for everyone, whatever their level.  It's the action
       
    34       difficulty.  Then, the Game Master can add or remove to the
       
    35       difficulty depending on particular situations, like the ground
       
    36       or the current visibility.  For example, it's far more easy to
       
    37       do an acrobatic jump on a flat and dry ground than on a wet
       
    38       floor.</para>
       
    39 
       
    40     <para>This is very similar to what we used for Attributes.  When
       
    41       an action is twice as difficult <emphasis>to succeed</emphasis>,
       
    42       the difficulty is higher of 3 points (in Value, this mean that
       
    43       we subtract 3 points to the difficulty of the action).  If the
       
    44       action is three time more difficult <emphasis>to
       
    45       fail</emphasis>, it's mean that we <emphasis>add</emphasis> 5
       
    46       points to the difficulty.  The final difficulty is calculated by
       
    47       adding the action difficulty, adjusted with the current
       
    48       situation, to the <link linkend="scompniveau">Level of
       
    49       Competency</link> of the character.</para>
       
    50 
       
    51     <example id="xdifficulty">
       
    52       <title id="xtdifficulty">Action Difficulty</title>
       
    53 
       
    54       <para>A character with a Competency of +2 in Acrobatic try to do
       
    55         a simple flip. The Game Master decide that this jump is a +3
       
    56         difficulty (remember, the difficulty is for a caracter with 0
       
    57         in Acrobatic, and a simple flip must be
       
    58         <emphasis>easy</emphasis> for an acrobat).  However, since it
       
    59         rained all the afternoon, the Game Master add a adjustment of
       
    60         -5 to the difficulty for a total of -2.  Hopefully, the
       
    61         character has +2 in Agility and +1 in Maneuver, this give him
       
    62         a Level in Acrobatic of +5.  The final difficulty will then be
       
    63         ( +5 + -2 = ) +3.</para>
       
    64 
       
    65     </example>
       
    66 
       
    67     <para><xref linkend="treussites"/> resumed the
       
    68       <emphasis>approximated</emphasis> probabilities of success in
       
    69       percentile for the final difficulty.  They are, however, not
       
    70       exact and should only be used to give an idea on the odds for a
       
    71       given action.</para>
       
    72 
       
    73     <table frame="all" id="treussites">
       
    74       <title id="ttreussites">Probabilities of success of an
       
    75         action</title>
       
    76       <tgroup cols="11" align="center">
       
    77         <colspec colnum="1" colwidth="1in" align="left"/>
       
    78         <colspec colnum="2" colwidth="0.55in"/>
       
    79         <colspec colnum="3" colwidth="0.55in"/>
       
    80         <colspec colnum="4" colwidth="0.55in"/>
       
    81         <colspec colnum="5" colwidth="0.55in"/>
       
    82         <colspec colnum="6" colwidth="0.55in"/>
       
    83         <colspec colnum="7" colwidth="0.55in"/>
       
    84         <colspec colnum="8" colwidth="0.55in"/>
       
    85         <colspec colnum="9" colwidth="0.55in"/>
       
    86         <colspec colnum="10" colwidth="0.55in"/>
       
    87         <colspec colnum="11" colwidth="0.55in"/>
       
    88         <tbody>
       
    89           <row rowsep="0">
       
    90             <entry>Difficulty</entry>
       
    91             <entry>-20</entry>
       
    92             <entry>-19</entry>
       
    93             <entry>-18</entry>
       
    94             <entry>-17</entry>
       
    95             <entry>-16</entry>
       
    96             <entry>-15</entry>
       
    97             <entry>-14</entry>
       
    98             <entry>-13</entry>
       
    99             <entry>-12</entry>
       
   100             <entry>-11</entry>
       
   101           </row>
       
   102           <row>
       
   103             <entry>Odds</entry>
       
   104             <entry>0.5%</entry>
       
   105             <entry>0.6%</entry>
       
   106             <entry>0.7%</entry>
       
   107             <entry>1.0%</entry>
       
   108             <entry>1.2%</entry>
       
   109             <entry>1.5%</entry>
       
   110             <entry>2.0%</entry>
       
   111             <entry>2.5%</entry>
       
   112             <entry>3.0%</entry>
       
   113             <entry>4.0%</entry>
       
   114           </row>
       
   115           <row rowsep="0">
       
   116             <entry>Difficulty</entry>
       
   117             <entry>-10</entry>
       
   118             <entry>-9</entry>
       
   119             <entry>-8</entry>
       
   120             <entry>-7</entry>
       
   121             <entry>-6</entry>
       
   122             <entry>-5</entry>
       
   123             <entry>-4</entry>
       
   124             <entry>-3</entry>
       
   125             <entry>-2</entry>
       
   126             <entry>-1</entry>
       
   127           </row>
       
   128           <row>
       
   129             <entry>Odds</entry>
       
   130             <entry>5.0%</entry>
       
   131             <entry>6.0%</entry>
       
   132             <entry>8.0%</entry>
       
   133             <entry>10%</entry>
       
   134             <entry>12%</entry>
       
   135             <entry>15%</entry>
       
   136             <entry>20%</entry>
       
   137             <entry>25%</entry>
       
   138             <entry>30%</entry>
       
   139             <entry>40%</entry>
       
   140           </row>
       
   141           <row rowsep="0">
       
   142             <entry>Difficulty</entry>
       
   143             <entry>+0</entry>
       
   144             <entry>+1</entry>
       
   145             <entry>+2</entry>
       
   146             <entry>+3</entry>
       
   147             <entry>+4</entry>
       
   148             <entry>+5</entry>
       
   149             <entry>+6</entry>
       
   150             <entry>+7</entry>
       
   151             <entry>+8</entry>
       
   152             <entry>+9</entry>
       
   153           </row>
       
   154           <row>
       
   155             <entry>Odds</entry>
       
   156             <entry>50%</entry>
       
   157             <entry>60%</entry>
       
   158             <entry>70%</entry>
       
   159             <entry>75%</entry>
       
   160             <entry>80%</entry>
       
   161             <entry>85%</entry>
       
   162             <entry>88%</entry>
       
   163             <entry>90%</entry>
       
   164             <entry>92%</entry>
       
   165             <entry>94%</entry>
       
   166           </row>
       
   167           <row rowsep="0">
       
   168             <entry>Difficulty</entry>
       
   169             <entry>+10</entry>
       
   170             <entry>+11</entry>
       
   171             <entry>+12</entry>
       
   172             <entry>+13</entry>
       
   173             <entry>+14</entry>
       
   174             <entry>+15</entry>
       
   175             <entry>+16</entry>
       
   176             <entry>+17</entry>
       
   177             <entry>+18</entry>
       
   178             <entry>+19</entry>
       
   179           </row>
       
   180           <row>
       
   181             <entry>Odds</entry>
       
   182             <entry>95.0%</entry>
       
   183             <entry>96.0%</entry>
       
   184             <entry>97.0%</entry>
       
   185             <entry>97.5%</entry>
       
   186             <entry>98.0%</entry>
       
   187             <entry>98.5%</entry>
       
   188             <entry>98.8%</entry>
       
   189             <entry>99.0%</entry>
       
   190             <entry>99.2%</entry>
       
   191             <entry>99.4%</entry>
       
   192           </row>
       
   193         </tbody>
       
   194       </tgroup>
       
   195     </table>
       
   196 
       
   197     <para>In our preceding example, the +3 difficulty give a 75%
       
   198       chance of success to our character.</para>
       
   199 
       
   200     <note userlevel="adv">
       
   201       <para>Someone said to me that the right probabilities to compare
       
   202         two values is equal to the Measure of the Attacker divided by
       
   203         the sum of both Measures.  In our system, this give us that
       
   204         for A &lt;= B, if A = B, the difficulty is 0, if 0 &lt; B-A
       
   205         &lt;= 3, the difficulty is -B-1, if 3 &lt; B-A &lt;= 6, the
       
   206         difficulty is -B-2, and if B-A &gt; 6, the difficulty is -B-3.
       
   207         In the case that B is lesser then A, invert A and B.  This
       
   208         method is complicate and I don't find that it add something
       
   209         needed.  The remark is however right and that's why I put it
       
   210         here.</para>
       
   211     </note>
       
   212   </section>
       
   213 
       
   214   <section id="smarge">
       
   215     <title id="stmarge">Margin of Success</title>
       
   216     
       
   217     <para>The margin of success determine at which degree a character
       
   218       have succeed or failed.  This margin can influence the results
       
   219       for the will of the Game Master, and this can go from the
       
   220       apparent ease in the accomplishment, to the quality of the final
       
   221       result.  However, the margin of success shouldn't be used to
       
   222       modify the action that the character try to accomplish.  For
       
   223       example, a character who try to do a simple flip will not do a
       
   224       double flip if she got +3 degrees of success.  Instead, her jump
       
   225       will be simply more <emphasis>elegant</emphasis>.</para>
       
   226     
       
   227     <para>The success margin is easy to find.  When the final
       
   228       difficulty is found, the player rolls the dice and add the
       
   229       result to it.  The total is the margin of success.  If the
       
   230       margin of success is equal or greater than zero, the action is
       
   231       successful.  If it's less than zero, the action has failed.  We
       
   232       can then also talk about a failure margin.  For example, a
       
   233       success margin of -3 is equivalent of a failure margin of
       
   234       +3.</para>
       
   235 
       
   236   </section>
       
   237   
       
   238   <section id="sacttypes">
       
   239     <title id="stacttypes">Action Types</title>
       
   240     
       
   241     <para>The type of action help you to find how an action will be
       
   242       resolved.  They are mostly suggestions that make the game more
       
   243       interesting and offer a kind of challenge to the players.  There
       
   244       are many types of actions presented here:</para>
       
   245 
       
   246     <itemizedlist>
       
   247       <listitem>
       
   248         <para>The <link linkend="sactsimple">simple actions</link> are
       
   249           those that we can only success or fail and that only depends
       
   250           on the ability of the character.</para>
       
   251       </listitem>
       
   252       <listitem>
       
   253         <para>The <link linkend="sopposition">actions in
       
   254           opposition</link> are those that encounter a resistance from
       
   255           one or many opponents.</para>
       
   256       </listitem>
       
   257       <listitem>
       
   258         <para>The <link linkend="sconfrontation">actions in
       
   259           confrontation</link> permit a parry from the
       
   260           adversary.</para>
       
   261       </listitem>
       
   262       <listitem>
       
   263         <para><link linkend="sactmult">Simultaneous actions</link> is
       
   264           when the character try to do many things at the same time.</para>
       
   265       </listitem>
       
   266     </itemizedlist>
       
   267 
       
   268     <section id="sactsimple">
       
   269       <title id="stactsimple">Simple Actions</title>
       
   270       
       
   271       <para>Simple actions are those that directly oppose a difficulty
       
   272         to the character's <link linkend="scompniveau">Competency
       
   273         Level</link>.  This difficulty can be choose by the player
       
   274         (for example, "Do I try to do a great meal or a simple soup?")
       
   275         or imposed by the Game Master (in a precision shot for
       
   276         example).  We determine then the <link
       
   277         linkend="scompniveau">Level of Competency</link>, roll the
       
   278         dice and add the result to the final difficulty to get the
       
   279         degrees of success.</para>
       
   280 
       
   281     </section>
       
   282 
       
   283     <section id="sopposition">
       
   284       <title id="stopposition">Opposition Actions</title>
       
   285       
       
   286       <para>Opposition actions put the character in front of an
       
   287         obstacle able to resist her, her adversary.  They can be done
       
   288         in one or two rolls.  The difficulty is always zero.  With two
       
   289         rolls, each adversary roll dice and the one with the greatest
       
   290         margin of success win.  With only one dice roll, the roll is
       
   291         made with a difficulty equal to the Competency Level of the
       
   292         character minus the Competency Level of the opponent.  If the
       
   293         degrees of success is greater than zero, the character wins.
       
   294         If they are less than zero, the opponent wins.  If the result
       
   295         is exactly zero, nobody wins, it's a draw.</para>
       
   296 
       
   297     </section>
       
   298     
       
   299     <section id="sconfrontation">
       
   300       <title id="stconfrontation">Confrontation Actions</title>
       
   301       
       
   302       <para>Those actions permit a parry from the victim of the
       
   303         action.  An action in confrontation is a variant of the
       
   304         opposition action and are done in two steps.  We begin with a
       
   305         simple action with, often, a basic difficulty determined by
       
   306         the player that roll the dice.  If the action fails, nothing
       
   307         happen.  But if the action succeed, the adversary can parry
       
   308         the action by taking the same difficulty but not always the
       
   309         same Attributes, Competency and adjustments.</para>
       
   310 
       
   311       <example id="xconfrontation">
       
   312         <title id="xtconfrontation">Confrontation Actions</title>
       
   313 
       
   314         <para>A player decide to fast talk a merchant to get a better
       
   315           price by making him believe that she's not interested by the
       
   316           item.  With the Game Master, they decide that's worth a -3
       
   317           difficulty and so the players roll under Intuition +
       
   318           Maneuver + Fast Talk.  Since her character have respectively
       
   319           +2, +3 and -1, this give her a total difficulty of +1.  The
       
   320           player rolls the dice and obtain 6 on her fortune dice, and
       
   321           5 on her misfortune one.  The margin of success is +2 and
       
   322           so, the player have give a good fast talk.  The merchant,
       
   323           played by the GM, can however parry.  The GM decide to roll
       
   324           under Intuition + Precision + Fast Talk, for which the
       
   325           merchant has a total of +5.  With the -3 difficulty of the
       
   326           lie of the player, this give him a final difficulty of +2.
       
   327           If the merchant fail, he will think that the player is less
       
   328           interest and will <emphasis>may be</emphasis> put down his
       
   329           prices to interest him a little (or may be he has something
       
   330           else to show to the player?).  If he gets it, the merchant
       
   331           we have see clear in the player lie and will refuse to put
       
   332           down his price, being sure that the player is interested to
       
   333           buy.</para>
       
   334       </example>
       
   335 
       
   336       <para>It's important to note that it's really the difficulty
       
   337         choose at the start by the player and not her degrees of
       
   338         success that's the difficulty of parry.  So, even if in the
       
   339         previous example, the player has made a success margin of +10,
       
   340         the difficulty for the parry will still be the same: -3.  To
       
   341         make the roll more difficult for the defender, the player
       
   342         would have choose a greater difficulty, like pretending to be
       
   343         a church man with high influence to the lord of the region.
       
   344         The lie will be more difficult to make believable (a more
       
   345         difficult roll for the player) but also, if succeed, more
       
   346         difficult to refute by the merchant ("To lie that's good, it
       
   347         must be true!").</para>
       
   348       
       
   349       <note userlevel="adv">
       
   350         <para>This rule is not intend to be realistic but fun.  In
       
   351           real life, the simpler solution is often the best, but there
       
   352           is no pleasure without risk.</para>
       
   353       </note>
       
   354 
       
   355     </section>
       
   356 
       
   357     <section id="sactmult">
       
   358       <title id="stactmult">Multiple Actions</title>
       
   359 
       
   360       <para>Multiple actions happen when a character try to do many
       
   361         things at the same time, when she usually can only do one.
       
   362         Each supplementary action will augment the difficulty of
       
   363         <emphasis>all</emphasis> actions by three points.  So, if a
       
   364         character try to do three action at the same time, the
       
   365         difficulty of each action will be increase by 6 points.</para>
       
   366 
       
   367     </section>
       
   368 
       
   369   </section>
       
   370 
       
   371 </chapter>
       
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