actions.en.sgml
author fabien
Thu, 05 Jan 2006 17:46:54 -0500
brancharpeges
changeset 5 0bad14402018
parent 0 1397c2bfefa2
permissions -rw-r--r--
[svn] r2079@freebird: fabien | 2006-01-05 17:44:21 -0500 Petite correction au texte.

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<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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