Working on a conflict resolution system

Hey, folks!

I am working on a conflict resolution system for fantasypunk and I could really do with some help.

Essentially, I’ve got three main variations for a conflict system and each has some upsides and downsides.

Please let me know what you think of it.

Conflict

In fantasypunk conflict refers to Opposition.

Opposition happens when something or someone is deliberately trying to stall, defeat or otherwise stop the party from moving on or succeeding.

The prosecutor at a trial, a group of armed soldiers, a troll in the middle of a bridge, children playing tag or a dragon raining fire down on the party are all examples of Opposition.

Creating Opposition

  1. Determine the nature of the Opposition the party will face. Examples:
  • A debate with the High Magistrate;
  • Traversing a Magic Sigils Room;
  • Battling a Fiery Dragon.
  1. Define what Resistances that Opposition has.

A Resistance is a short phrase that describes how that Opposition attempts to challenge or harm the party, or even perform other actions.

The more Resistances the Opposition has, the harder it is to overcome it.

Some Resistance examples: fire breath, thick skin, razor claws, telepathy, wings, enormous size, thick fog, strong currents, force field, curse, tight formation, minions, sharp tongue.

The High Magistrate

  • Eloquence
  • Popular support
  • Rank and Office

Magic Sigils Room;

  • Illusion magic
  • Sophisticated contraptions
  • Trapped control panel
  • Golden Sigils

Battling a Fiery Dragon.

  • Fire Breath
  • Minions
  • Steel Scales
  • Ancient Magica
  • Cunning
  1. Some forms of Opposition may include a special clock, move or tag.

The High Magistrate

  • Eloquence
  • Popular support
  • Rank and Office

Clock: Crowd’s Benefit of the Doubt - 8 segments

Moves

  • Influence: for as long as the Magistrate has Popular Support, they can spend it to impose a Vulnerability on a member of the Party.

Magic Sigils Room;

  • Illusion magic
  • Sophisticated contraptions
  • Trapped control panel
  • Golden Sigils

Clock: Magic Sigils Go Off (6 segments)

Moves

  • Magical backlash: when anyone tries to use magic of any form, they take a minor blow.

Fiery Dragon.

  • Fire Breath
  • Minions
  • Steel Scales
  • Ancient Magica
  • Cunning

Tags

Immunity to Fire and Heat

Resistance to mundane attacks

Moves

  • Survival above all else: if the dragon becomes certain it’s losing the upper hand, it will attempt to break out.
  • Dragon Fire: The dragon’s fire causes a magical burn that causes otherworldly pain and can only be fully healed with special magic.

Overcoming Opposition

Overcoming Opposition doesn’t mean necessarily Overcoming each and all of its Resistances.

Every time a Resistance is Overcome, the fiction must change.

For example: by Overcoming the Fiery Dragon’s Cunning, the dragon will change tactics to a more direct and dangerous approach, which could mean that the characters now have more opportunities against it, but may also mean that the dragon will hit more recklessly.

Some Opposition might be overcome by defeating only some of its resistances.

For example: by defusing the Illusion Magic and the Trapped Control Pannel, the characters might be able to punch a command that will allow them to move forward before the Sigils go off.

Maybe by pursuing complete defeat of the Opposition, the party might earn a greater benefit, while it might cost them a lot more to do it.

On the other hand, by only engaging certain Resistances, the party might create new circumstances to engage their Opposition, and even deescalate conflict.

Resolving Conflict

Method 1: Resist Blows

When a character strikes a Blow against a Resistance, the GM will create a dice pool.

Lesser Blow: 1d6

Mean Blow: 2d6

Hard Blow: 3d6

Add +1d6 for every point of Damage that Resistance has.

If the GM rolls a 1, that Resistance gets crossed out and is overcome. If not, add 1 damage to it.

Example:

Magic Sigils Room; Damage
Illusion Magic X
Sophisticated Contraptions X X X
Trapped Control Panel XX
Golden Sigils

If a character strikes a Mean Blow against Illusion Magic, the GM will roll 3d6.

When the GM strikes a Blow against a character, the procedure is similar. The character will roll as many dice as established by the severity of the blow, +1d6 if they are Vulnerable. If they roll a 1, they lose 1 Hold.

Method 2: Active Rolls

The true difference between this and the previous method is who makes the rolls.

When a character strikes a Blow against a Resistance, that character will create a dice pool.

Lesser Blow: 1d6

Mean Blow: 2d6

Hard Blow: 3d6

Add +1d6 for every point of Damage that Resistance has.

If the character rolls a 6, that Resistance gets crossed out and is overcome. If not, add 1 damage to it.

Example:

Magic Sigils Room; Damage
Illusion Magic X
Sophisticated Contraptions X X X
Trapped Control Panel XX
Golden Sigils

If a character strikes a Mean Blow against Illusion Magic, they roll 3d6.

When the GM strikes a Blow against a character, the procedure is similar. The GM will roll as many dice as established by the severity of the blow, +1d6 if the character is Vulnerable. If the GM rolls a 6, the character loses 1 Hold.

Method 3: Damage as Established

This is the simplest and most direct method.

When creating Opposition, the GM will distribute a number of Resistance Points among all Resistances. I’d recommend 5 points for an easy Opposition and about 15 points for a very hard Opposition.

Once any Resistance has lost all of is Resistance Points, it is Overcome.

When a character or the GM strikes a Blow, they deal 1-3 damage according to the severity of the Blow.

Lesser Blow: 1 damage

Mean Blow: 2 damage

Hard Blow: 3 damage

Example:

Magic Sigils Room; Resistance
Illusion Magic X
Sophisticated Contraptions X X X X X
Trapped Control Panel X X
Golden Sigils X X

If a character strikes a Mean Blow against Golden Sigils, it loses 2 Resistance Points and is Overcome.

If the GM strikes a Mean Blow against a character, that character loses 2 Hold.

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Very interesting concept for Method 1 & 2. I’d prefer these over the traditional Method 3 for curiositys sake :slight_smile: Also, they don’t seem to be too different, so maybe they are two sides of the same move?

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Yes, they are not conceptually different but they imply a different tone. In one the players are the acting party, in the other, they are the receiving party.

That said, one could merge both and players roll both to strike their blows and o resist them.

Which version is closer to your vision and why?

What happened to your Notion page?

That’s odd! Let me check it, hang on!

It’s updated. Apparently it changed the link address. I really need a proper static site haha!

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For me, all the Chapters are blank pages :slight_smile:

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Me too. Is it strong-arming us to sign in and accept their (kinda pushy-sounding) terms of service, or just a rendering issue?

Nothing found after signing in :slight_smile:

No it’s not. It’s supposed to show you the content on the page but some setting or feature is not working as I would like it.

Yeah, I gave up and just pasted the content in my post here.

I just came up with a new method last night and I think this is my favourite.

Method 4 - Fantasy & Feelings

When a character strikes a Blow against a resistance, that character will roll a d6 pool as stablished.

Lesser Blow: 1d6

Mean Blow: 2d6

Hard Blow: 3d6

Don’t ignore any dice.

If there is a result higher than the Resistance Points, that resistance is defeated. If not, it loses 1 point.

If there is a 1, that character loses 1 Hold.

Using an opening adds 1 die and drops the lowest die. Being vulnerable adds 1 die and drops the highest die.

Variation: double 1s and double 6s.

If the result is a double 6, Overcome that resistance and deal 1 damage to a different resistance.

If the result is a double 1, the character loses 2 Hold.

When determining Resistances, spend a number of points among them. I’d say 5 to 15 points depending on how hard the challenge the Opposition presents.

Example:

Magic Sigils Room; Resistance (10 pts)
Illusion Magic X X
Sophisticated Contraptions X X X
Trapped Control Panel X
Golden Sigils X X X X

Hi,
This feels a lot like Danger Patrol
What’s the Hold for ?
Does 2x6 boxcars killing any challenge prevent precise encounter preparation ?
Dis/Advantage would sound simpler as “reroll high/low-est”

Hold is how you “resilience/harm” track is called.

not sure I understand the question

I’m using the Forged in the Dark dice system… Oh I get it! It means the same, but the wording is simpler :slight_smile:

Thx.
2 sixes beat any challenge.
It can break an encounter drama/pace.
Right?
Can it be a problem?

no, 2 6s beat a single Resistance and deal 1 damage to another

like, the challenge won’t be over in a single roll

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What i enjoyed about the previous attempts was that there was no need to establish a level for resistances. That felt more direct and I would find it easier to use.

Would it be possible to include the idea of hold into method 2? Like, you lose hold, when the majority of your dice is odd?