The following are the enhanced rules for opposed challenges, combat and damage. They are not required for play, but certain storylines can be enhanced with them (Delta Nexus, Aetheria, etc)
NOTE: This is an OPTIONAL use of challenges and not required.
In the RPG Anywhere system, opposed challenges add an exciting element of conflict and competition between players. When two characters engage in an opposed challenge, it means that one character attempts to perform an action while the other character actively opposes or contests it. This adds an interactive and dynamic element to the gameplay, allowing players to directly compete against each other within the framework of the game system. It introduces strategic decision-making, risk assessment, and the thrill of pitting character abilities against one another.
Here's a breakdown of how opposed challenges work in the context of RPG Anywhere:
Triggering an Opposed Challenge: Opposed challenges typically occur when two characters are in direct conflict or opposition, such as engaging in a physical duel, trying to outwit each other in a negotiation, or attempting to sabotage one another's plans. When the situation calls for it, the Storyteller will announce that an opposed challenge is taking place.
Rolling for Success: Both characters involved in the opposed challenge will make a roll using six-sided dice (d6). The number of dice rolled is usually determined by their relevant stats, abilities, and any modifiers applicable to the specific action. Each die represents a potential success.
Counting Successes: After rolling the dice, each player counts the number of successes they have achieved. A "success" is considered when a die roll results in a specific value (5 or 6 is a success). The total number of successes determines the effectiveness or outcome of the character's action. Any roll of a 6 still explodes.
Determining the Winner: The player with the higher number of successes wins the opposed challenge. This means that their character successfully performs the intended action, overcoming the opposition. The outcome of the challenge is then narrated by the Storyteller and the players, taking into account the established circumstances and the level of success achieved.
Consequences of the Opposed Challenge: The results of the opposed challenge may have varying consequences depending on the situation. If the character who initiated the challenge wins, they might achieve their goal, gain an advantage, or weaken their opponent. On the other hand, if they lose, they may face setbacks, fail to achieve their objective, or find themselves at a disadvantage.
To institute combat within the RPGA system, challenges are combined with the concept of initiative to determine the order of actions for each participant. Initiative determines the speed and quickness with which characters can act in combat. Here's a breakdown of how combat, opposed challenges, and initiative work together in RPG Anywhere :
Initiative Roll: At the start of combat, each participant rolls a specified number of six-sided dice (d6) to determine their initiative. The number of dice rolled is typically based on the character's Fitness skill and any related expertise or modifiers. The total result of all dice is the character's initiative score. (Fitness + Knowledge + Acrobatics + Aware + Any Skills)
Setting Action Order: After all participants have determined their individual initiative,, the Storyteller collects the initiative scores of each character involved. This creates an Action order, from highest to lowest score. The highest-scoring character goes first, followed by the next highest, and so on.
Challenges in Combat: During combat, when characters wish to perform specific actions that directly interact with or affect other characters ( attacking via melee or ranged, or casting spells), a challenge is initiated against the targets Defense. The targets defense is a value based on their armor, shield, Fitness skills and any associated expertise, cand any class specific bonuses. The character making the challenge would roll to try to get successes to meet or beat their Defense.
Example: A warrior has light armor (+1) , a shield (+1), Fitness Skill (+1) and either acrobatics or athletics (+1). The warriors Defense would be: 4
Resolving the Challenges: If the character is hit by the attack or spell, they receive damage which is calculated based on the setting. The results of the action are narrated by the Storyteller and player, taking into account the circumstances and the level of success achieved.
Action Order in Combat: The initiative order determined at the beginning of combat dictates the sequence in which characters take their actions. Starting with the character with the highest initiative score, each participant takes their turn, performing actions and resolving opposed challenges as necessary. This sequence continues until all characters have taken their turns in the initiative order.
Action Order ties can be resolved through the ST's choice of methods:
"Players before NPCs"
"He who has the most toys wins": This is the highest dice pool goes first. (e.g. 4d6 before 3d6)
"Chaos Reigns": Our favorite. All actions go at the same time and the story resolves itself. This closely simulates how real combat would happen. - and it makes for some great storytelling.
By combining challenges and Defense with the initiative system, combat in RPG Anywhere becomes a dynamic and strategic experience. The initiative roll adds an element of unpredictability, determining the order of actions and injecting excitement into the flow of combat. Meanwhile, opposed challenges ensure that combat actions are contested, creating opportunities for tactical decision-making and showcasing the characters' abilities.
Health and Damage
Characters have two levels of damage: wounds and grievous wounds. Each level represents escalating severity of injuries. Additionally, the level of success achieved in combat can determine the damage amount to the opposing character. Here's a breakdown of how the damage system works:
1. Damage Levels: Characters have two levels of wounds : regular and grievous (optional). wounds represent smaller injuries, grievous wounds indicate more severe injuries.
2. Progression of Damage: (optional) As the character accumulates injuries, the damage can escalate. Specifically, when a character receives four wounds, they are equal to a grievous wound.
3. Unconsciousness from Wounds: Once a character has accumulated twelve (12) wounds, they become unconscious. At this point, they are unable to continue participating in combat or other actions and require immediate attention or aid to recover.
4. Inflicting Damage in Combat Challenges: During combat, each level of success higher than the opponents defense results in a wound being inflicted on the opposing character. For example, if Character A achieves two more successes than Character B's Defense, Character B would suffer two wounds as a result.
5. Impact of Damage: The accumulation of wounds has various effects on the character's abilities and overall well-being. It may result in decreased combat effectiveness, impaired movement, or penalties to other actions, as determined by the Storyteller based on the severity of the injuries.
6. Healing and Recovery: To recover from injuries, characters may require healing abilities, rest, or magical intervention. The healing process aims to reduce the accumulated damage, gradually healing wounds, allowing the character to regain their full capabilities.
Remember, the specific mechanics for healing and recovery, as well as the modifiers and consequences associated with different levels of damage, can be further customized within the system to align with your desired level of detail and game balance.
Optional Damage Modifications
Aside from taking damage, the Storyteller can opt to envoke penalties based on the amount of damage a character sustains. For example:
Four Wounds: character loses a d6 from their dice pool for every roll (but always can roll at least 1d6)
Eight Wounds: All two wound penalties PLUS all opposing entities gain a d6 to their dice pool
By incorporating the Knowledge skill and the use of health kits, down time, or magic to aid in healing adds depth and strategy to the recovery process. Here's a breakdown of how the healing system works:
Healing Assistance: Characters can receive assistance in their healing efforts through the application of their Knowledge skill and the use of health kits, rest, or magical aids. These aids provide additional dice that can be added to the skill check for healing.
Skill Checks: When attempting to heal injuries, the character with the healing ability would make a skill check using their Knowledge skill, bolstered by the additional dice from health kits, rest, or magic. The number and type of dice rolled can depend on the character's proficiency and the level of aid provided.
Removing Wounds: Each success achieved on the healing skill check can remove (1) wound from the character being healed. For example, if the character rolls four successes on the skill check, they could remove four (4) wounds from the injured character.
Combining Healing Methods: Multiple characters can assist utilizing multiple healing methods simultaneously. This allows for a range of possibilities and strategic choices when deciding on the most effective means of healing.
Why Wounds — and not Hit Points or Health or Damage?
The reason behind this decision is to focus more on immersive storytelling rather than complex mathematical calculations during combat encounters.
Instead of tracking specific numeric values for health and damage , your character's resilience is represented by wounds. Wounds serve as a measure of how much damage your character can withstand before being incapacitated or defeated. Think of it as a way to gauge your character's overall well-being and ability to keep fighting.
As you face challenges and engage in combat, your character may suffer wounds. These wounds accumulate as the battle progresses, reflecting the toll taken on their physical and mental endurance. The severity of a wound depends on the narrative context and the outcomes of the challenges you face.
For example, if you encounter a particularly dangerous enemy or fail to defend against an opponent's powerful attack, you may suffer a significant wound. On the other hand, if you successfully defend yourself or avoid certain hazards, you may come away with only minor wounds.
By using the wounds system, we aim to encourage more dynamic and narrative-driven gameplay. It allows us to focus on the story, character interactions, and the dramatic moments that unfold during your adventures. Rather than worrying about specific numeric values, we can collectively shape the outcome of battles and challenges based on the narrative and the actions of your characters.
Remember, the goal of RPG Anywhere is to ignite your imagination and create memorable stories together. So, embrace the concept of wounds as a measure of your character's resilience, and let the narrative guide your adventures in this exciting and flexible role-playing system.
Having said all of that.. you can convert the system to use those variables if you so desire.. We won't be offended.