actions.en.sgml
brancharpeges
changeset 0 1397c2bfefa2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/actions.en.sgml	Mon Dec 26 19:21:22 2005 -0500
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+<?xml version="1.0"?>
+<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
+        "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd"
+[
+  <!ENTITY % struct-dtd SYSTEM "struct.dtd">
+  %struct-dtd;
+]>
+<chapter id="sactions" revision="$Revision: 1841 $ $Name$"
+  vendor="1.39" xmlns:xi="http://www.w3.org/2003/XInclude">
+  <title id="stactions">Action Resolution</title>
+  
+  <para>For resolving an action in Harmonies, three aspects must be
+    determined.  The first one is the type of action, the second its
+    difficulty, and the last is the <link
+    linkend="scompniveau">Competency Level</link>.  Those details must
+    be determined by the Game Master and, again, the rules are simply
+    there to help her or to suggest some solutions.  She can do
+    everything she want with.</para>
+
+  <section id="sdifficulte">
+    <title id="stdifficulte">Action Difficulty</title>
+    
+    <para>The action difficulty give the chance of success of an
+      action for a typical character (one with zero in all her
+      attributes and competencies).  A typical character will have 50%
+      to succeed an action of difficulty zero.  An action with a
+      positive difficulty (low) will be easier to succeed than an
+      action with a negative difficulty (high).</para>
+
+    <para>The principle is simple.  Choose first the Competency and
+      Attributes that will be used.  The Game Master then choose the
+      difficulty for this particular action.  This difficulty is the
+      same for everyone, whatever their level.  It's the action
+      difficulty.  Then, the Game Master can add or remove to the
+      difficulty depending on particular situations, like the ground
+      or the current visibility.  For example, it's far more easy to
+      do an acrobatic jump on a flat and dry ground than on a wet
+      floor.</para>
+
+    <para>This is very similar to what we used for Attributes.  When
+      an action is twice as difficult <emphasis>to succeed</emphasis>,
+      the difficulty is higher of 3 points (in Value, this mean that
+      we subtract 3 points to the difficulty of the action).  If the
+      action is three time more difficult <emphasis>to
+      fail</emphasis>, it's mean that we <emphasis>add</emphasis> 5
+      points to the difficulty.  The final difficulty is calculated by
+      adding the action difficulty, adjusted with the current
+      situation, to the <link linkend="scompniveau">Level of
+      Competency</link> of the character.</para>
+
+    <example id="xdifficulty">
+      <title id="xtdifficulty">Action Difficulty</title>
+
+      <para>A character with a Competency of +2 in Acrobatic try to do
+        a simple flip. The Game Master decide that this jump is a +3
+        difficulty (remember, the difficulty is for a caracter with 0
+        in Acrobatic, and a simple flip must be
+        <emphasis>easy</emphasis> for an acrobat).  However, since it
+        rained all the afternoon, the Game Master add a adjustment of
+        -5 to the difficulty for a total of -2.  Hopefully, the
+        character has +2 in Agility and +1 in Maneuver, this give him
+        a Level in Acrobatic of +5.  The final difficulty will then be
+        ( +5 + -2 = ) +3.</para>
+
+    </example>
+
+    <para><xref linkend="treussites"/> resumed the
+      <emphasis>approximated</emphasis> probabilities of success in
+      percentile for the final difficulty.  They are, however, not
+      exact and should only be used to give an idea on the odds for a
+      given action.</para>
+
+    <table frame="all" id="treussites">
+      <title id="ttreussites">Probabilities of success of an
+        action</title>
+      <tgroup cols="11" align="center">
+        <colspec colnum="1" colwidth="1in" align="left"/>
+        <colspec colnum="2" colwidth="0.55in"/>
+        <colspec colnum="3" colwidth="0.55in"/>
+        <colspec colnum="4" colwidth="0.55in"/>
+        <colspec colnum="5" colwidth="0.55in"/>
+        <colspec colnum="6" colwidth="0.55in"/>
+        <colspec colnum="7" colwidth="0.55in"/>
+        <colspec colnum="8" colwidth="0.55in"/>
+        <colspec colnum="9" colwidth="0.55in"/>
+        <colspec colnum="10" colwidth="0.55in"/>
+        <colspec colnum="11" colwidth="0.55in"/>
+        <tbody>
+          <row rowsep="0">
+            <entry>Difficulty</entry>
+            <entry>-20</entry>
+            <entry>-19</entry>
+            <entry>-18</entry>
+            <entry>-17</entry>
+            <entry>-16</entry>
+            <entry>-15</entry>
+            <entry>-14</entry>
+            <entry>-13</entry>
+            <entry>-12</entry>
+            <entry>-11</entry>
+          </row>
+          <row>
+            <entry>Odds</entry>
+            <entry>0.5%</entry>
+            <entry>0.6%</entry>
+            <entry>0.7%</entry>
+            <entry>1.0%</entry>
+            <entry>1.2%</entry>
+            <entry>1.5%</entry>
+            <entry>2.0%</entry>
+            <entry>2.5%</entry>
+            <entry>3.0%</entry>
+            <entry>4.0%</entry>
+          </row>
+          <row rowsep="0">
+            <entry>Difficulty</entry>
+            <entry>-10</entry>
+            <entry>-9</entry>
+            <entry>-8</entry>
+            <entry>-7</entry>
+            <entry>-6</entry>
+            <entry>-5</entry>
+            <entry>-4</entry>
+            <entry>-3</entry>
+            <entry>-2</entry>
+            <entry>-1</entry>
+          </row>
+          <row>
+            <entry>Odds</entry>
+            <entry>5.0%</entry>
+            <entry>6.0%</entry>
+            <entry>8.0%</entry>
+            <entry>10%</entry>
+            <entry>12%</entry>
+            <entry>15%</entry>
+            <entry>20%</entry>
+            <entry>25%</entry>
+            <entry>30%</entry>
+            <entry>40%</entry>
+          </row>
+          <row rowsep="0">
+            <entry>Difficulty</entry>
+            <entry>+0</entry>
+            <entry>+1</entry>
+            <entry>+2</entry>
+            <entry>+3</entry>
+            <entry>+4</entry>
+            <entry>+5</entry>
+            <entry>+6</entry>
+            <entry>+7</entry>
+            <entry>+8</entry>
+            <entry>+9</entry>
+          </row>
+          <row>
+            <entry>Odds</entry>
+            <entry>50%</entry>
+            <entry>60%</entry>
+            <entry>70%</entry>
+            <entry>75%</entry>
+            <entry>80%</entry>
+            <entry>85%</entry>
+            <entry>88%</entry>
+            <entry>90%</entry>
+            <entry>92%</entry>
+            <entry>94%</entry>
+          </row>
+          <row rowsep="0">
+            <entry>Difficulty</entry>
+            <entry>+10</entry>
+            <entry>+11</entry>
+            <entry>+12</entry>
+            <entry>+13</entry>
+            <entry>+14</entry>
+            <entry>+15</entry>
+            <entry>+16</entry>
+            <entry>+17</entry>
+            <entry>+18</entry>
+            <entry>+19</entry>
+          </row>
+          <row>
+            <entry>Odds</entry>
+            <entry>95.0%</entry>
+            <entry>96.0%</entry>
+            <entry>97.0%</entry>
+            <entry>97.5%</entry>
+            <entry>98.0%</entry>
+            <entry>98.5%</entry>
+            <entry>98.8%</entry>
+            <entry>99.0%</entry>
+            <entry>99.2%</entry>
+            <entry>99.4%</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+
+    <para>In our preceding example, the +3 difficulty give a 75%
+      chance of success to our character.</para>
+
+    <note userlevel="adv">
+      <para>Someone said to me that the right probabilities to compare
+        two values is equal to the Measure of the Attacker divided by
+        the sum of both Measures.  In our system, this give us that
+        for A &lt;= B, if A = B, the difficulty is 0, if 0 &lt; B-A
+        &lt;= 3, the difficulty is -B-1, if 3 &lt; B-A &lt;= 6, the
+        difficulty is -B-2, and if B-A &gt; 6, the difficulty is -B-3.
+        In the case that B is lesser then A, invert A and B.  This
+        method is complicate and I don't find that it add something
+        needed.  The remark is however right and that's why I put it
+        here.</para>
+    </note>
+  </section>
+
+  <section id="smarge">
+    <title id="stmarge">Margin of Success</title>
+    
+    <para>The margin of success determine at which degree a character
+      have succeed or failed.  This margin can influence the results
+      for the will of the Game Master, and this can go from the
+      apparent ease in the accomplishment, to the quality of the final
+      result.  However, the margin of success shouldn't be used to
+      modify the action that the character try to accomplish.  For
+      example, a character who try to do a simple flip will not do a
+      double flip if she got +3 degrees of success.  Instead, her jump
+      will be simply more <emphasis>elegant</emphasis>.</para>
+    
+    <para>The success margin is easy to find.  When the final
+      difficulty is found, the player rolls the dice and add the
+      result to it.  The total is the margin of success.  If the
+      margin of success is equal or greater than zero, the action is
+      successful.  If it's less than zero, the action has failed.  We
+      can then also talk about a failure margin.  For example, a
+      success margin of -3 is equivalent of a failure margin of
+      +3.</para>
+
+  </section>
+  
+  <section id="sacttypes">
+    <title id="stacttypes">Action Types</title>
+    
+    <para>The type of action help you to find how an action will be
+      resolved.  They are mostly suggestions that make the game more
+      interesting and offer a kind of challenge to the players.  There
+      are many types of actions presented here:</para>
+
+    <itemizedlist>
+      <listitem>
+        <para>The <link linkend="sactsimple">simple actions</link> are
+          those that we can only success or fail and that only depends
+          on the ability of the character.</para>
+      </listitem>
+      <listitem>
+        <para>The <link linkend="sopposition">actions in
+          opposition</link> are those that encounter a resistance from
+          one or many opponents.</para>
+      </listitem>
+      <listitem>
+        <para>The <link linkend="sconfrontation">actions in
+          confrontation</link> permit a parry from the
+          adversary.</para>
+      </listitem>
+      <listitem>
+        <para><link linkend="sactmult">Simultaneous actions</link> is
+          when the character try to do many things at the same time.</para>
+      </listitem>
+    </itemizedlist>
+
+    <section id="sactsimple">
+      <title id="stactsimple">Simple Actions</title>
+      
+      <para>Simple actions are those that directly oppose a difficulty
+        to the character's <link linkend="scompniveau">Competency
+        Level</link>.  This difficulty can be choose by the player
+        (for example, "Do I try to do a great meal or a simple soup?")
+        or imposed by the Game Master (in a precision shot for
+        example).  We determine then the <link
+        linkend="scompniveau">Level of Competency</link>, roll the
+        dice and add the result to the final difficulty to get the
+        degrees of success.</para>
+
+    </section>
+
+    <section id="sopposition">
+      <title id="stopposition">Opposition Actions</title>
+      
+      <para>Opposition actions put the character in front of an
+        obstacle able to resist her, her adversary.  They can be done
+        in one or two rolls.  The difficulty is always zero.  With two
+        rolls, each adversary roll dice and the one with the greatest
+        margin of success win.  With only one dice roll, the roll is
+        made with a difficulty equal to the Competency Level of the
+        character minus the Competency Level of the opponent.  If the
+        degrees of success is greater than zero, the character wins.
+        If they are less than zero, the opponent wins.  If the result
+        is exactly zero, nobody wins, it's a draw.</para>
+
+    </section>
+    
+    <section id="sconfrontation">
+      <title id="stconfrontation">Confrontation Actions</title>
+      
+      <para>Those actions permit a parry from the victim of the
+        action.  An action in confrontation is a variant of the
+        opposition action and are done in two steps.  We begin with a
+        simple action with, often, a basic difficulty determined by
+        the player that roll the dice.  If the action fails, nothing
+        happen.  But if the action succeed, the adversary can parry
+        the action by taking the same difficulty but not always the
+        same Attributes, Competency and adjustments.</para>
+
+      <example id="xconfrontation">
+        <title id="xtconfrontation">Confrontation Actions</title>
+
+        <para>A player decide to fast talk a merchant to get a better
+          price by making him believe that she's not interested by the
+          item.  With the Game Master, they decide that's worth a -3
+          difficulty and so the players roll under Intuition +
+          Maneuver + Fast Talk.  Since her character have respectively
+          +2, +3 and -1, this give her a total difficulty of +1.  The
+          player rolls the dice and obtain 6 on her fortune dice, and
+          5 on her misfortune one.  The margin of success is +2 and
+          so, the player have give a good fast talk.  The merchant,
+          played by the GM, can however parry.  The GM decide to roll
+          under Intuition + Precision + Fast Talk, for which the
+          merchant has a total of +5.  With the -3 difficulty of the
+          lie of the player, this give him a final difficulty of +2.
+          If the merchant fail, he will think that the player is less
+          interest and will <emphasis>may be</emphasis> put down his
+          prices to interest him a little (or may be he has something
+          else to show to the player?).  If he gets it, the merchant
+          we have see clear in the player lie and will refuse to put
+          down his price, being sure that the player is interested to
+          buy.</para>
+      </example>
+
+      <para>It's important to note that it's really the difficulty
+        choose at the start by the player and not her degrees of
+        success that's the difficulty of parry.  So, even if in the
+        previous example, the player has made a success margin of +10,
+        the difficulty for the parry will still be the same: -3.  To
+        make the roll more difficult for the defender, the player
+        would have choose a greater difficulty, like pretending to be
+        a church man with high influence to the lord of the region.
+        The lie will be more difficult to make believable (a more
+        difficult roll for the player) but also, if succeed, more
+        difficult to refute by the merchant ("To lie that's good, it
+        must be true!").</para>
+      
+      <note userlevel="adv">
+        <para>This rule is not intend to be realistic but fun.  In
+          real life, the simpler solution is often the best, but there
+          is no pleasure without risk.</para>
+      </note>
+
+    </section>
+
+    <section id="sactmult">
+      <title id="stactmult">Multiple Actions</title>
+
+      <para>Multiple actions happen when a character try to do many
+        things at the same time, when she usually can only do one.
+        Each supplementary action will augment the difficulty of
+        <emphasis>all</emphasis> actions by three points.  So, if a
+        character try to do three action at the same time, the
+        difficulty of each action will be increase by 6 points.</para>
+
+    </section>
+
+  </section>
+
+</chapter>
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