advacts.en.sgml
author fabien
Sun, 08 Jan 2006 14:06:21 -0500
brancharpeges
changeset 7 61dfd0bc712e
parent 0 1397c2bfefa2
permissions -rw-r--r--
[svn] r2091@freebird: fabien | 2006-01-05 20:31:41 -0500 Retrait de la partie sur la description (transfert vers un draft pour les articles de jeuderôlogie).

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<chapter id="sadvacts" revision="$Revision: 1841 $ $Name$"
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  <title id="stadvacts">Advanced Actions</title> 

  <para>Although the actions type presented in the preceding section
    permit to resolved must situations, there is some actions that can
    be heavy to handle or better reflect by other mean.  The Game
    Master shouldn't be confused by such details and interpret the
    results in the must convenient way for herself, the players and
    the story.  However, sometime, by slightly modifying a rule, you
    can find a new one with a result sufficiently pleasant that we
    want to reuse it again.  This new method became a new rule, a new
    Chord and this section purpose is exactly to present those rules
    specially chosen for Arpeggii.  Be free to freely choose those
    ones you want to keep for your own Symphony.</para>

  <section id="sdepassement">
    <title id="stdepassement">Surpassing action</title>

    <para>Surpassing actions add a new element: the risk.  A level of
      risk is assign to each action, or even to a group of actions,
      along with the <link linkend="sdifficulty">difficulty</link>.
      When the PC roll is <link linkend="smarge">margin of
      success</link>, the <literal>risk</literal> obtain is the sum of
      the risk level and the difficulty minus the degrees of success.
      This risk can then be either directly add to <link
      linkend="sdouleur">pain points</link> (only if the risk is
      greater than zero), as a damage level to a <link
      linkend="sencaisse">soak roll</link>, or to any other effect
      decide by the GM.</para>

    <para>This rule can look abstract but is a very simple method to
      deal with self-performance in a fun and interesting way.  The
      risk level associated with an action enable you to take into
      account a certain amount of self-sacrifice without making the
      action more difficult.  For example, a long-distance runner can
      try to run even farther but the supplementary effort taken can
      cost him a lot, even if he succeed.</para>

    <example id="xdepassement">
      <title id="xtdepassement">Surpassing Action</title>

      <para>A marathon runner with a +4 level in Run try to run the
        marathon faster than his average.  The GM estimate that this
        kind of action is a surpassing one with a risk level of +3 and
        a difficulty equal to +5 - [the number of minutes below the
        average].  If the PC try to do the run in 10 minutes under the
        average, the difficulty will be +5 - 10 = -5, and if he choose
        to do it in 30 minutes less, instead, the difficulty will be
        -10.  The PC choose to make at 30 minutes below the average.
        He roll the dice and got a +10, a success margin of +10+4-10 =
        +4.  So he does it very well.  However, the risk taken is now
        +3 (the risk level) +10 (the difficulty) - +4 (the degrees of
        success) = +9.  So our poor runner take 9 points of pain and
        must do a fainting roll to not lost his consciousness.</para>
        
    </example>
  </section>

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  <xi:include href="actgroup.en.sgml"/>

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