I really like the flexible resolution system in Blades. it’s quite complex and took me a while to get my head around. So I thought I’d try something based on Apocalypse World combat resolution, but more generic so it can be adapted to various kinds of conflicts like BitD. This is intended to be used with harm and progress clocks much like in Blades.
Effect and consequences are determined much like BitD, which is basically the same scale as Harm in AW. In the terminology borrowed from Blades, Effect is the outcome the PC achieves, while Consequences are the converse of that are suffered by the PC. So you inflict Effect and suffer Consequences, but they’re on the same scale. I just find it easier to use different terminology for clarity. It will be helpful to be familiar with both Apocalypse World and Blades
- The player states their goal and means of pursuing it in the conflict
- The GM establishes the initial Effect and Consequence for the conflict
- The GM determines which Stat is appropriate to roll against
- The player rolls for Engage in a Conflict
Engage in a Conflict
- For social and interpersonal conflicts the +Stat is Charm.
- For conflicts of speed and agility the +Stat is Grace.
- For conflicts of intellect and observation the +Stat is Wits.
- For conflicts of strength and endurance the +Stat is Might.
- For conflicts of magic and will the +Stat is Wyrd.
When you strive with an adversary or opposing force, exchange the Effect you inflict and the Consequence you suffer, but first roll+Stat. If you are acting defensively, resisting a consequence without attempting to impose an Effect, take +1 on the roll. On a 10+ choose 3, on a 7-9 choose 2, on a miss choose 1.
- Increase the level of Effect you cause by +1.
- Reduce the level of Consequence you suffer by -1.
- Protect someone. They suffer -1 Consequence.
- Improve your position. Take +1 forward.
- Force some concession or compromise from your opponent.
- Disengage from the conflict.
If your opponent is a PC they also roll. If an NPC, they choose 1 on a hit, 2 on a miss. Choices are made in secret and revealed simultaneously.
I’ve been toying with ideas like this for a while and I think this looks reasonably playable, but I’m way too close to it to be objective. I’d really appreciate some input to see if this makes sense. I’ve also worked up a move for dealing with suffering a consequence, inspired by the Suffer Harm move. I think this framework could be quite effective for all sorts of types of conflicts.