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One-Roll Duels (Optional Rule)

Seção DuelsQuadro Quadro

Texto

Dueling is an activity that many groups will want to explore tactically, but for other groups, it is simply a means to an end. Even in games where players often want tactical duels, this fast resolution is sometimes appropriate.

Setup and Check

Each combatant describes their intended action, detailing how they factor in relevant advantages, disadvantages, terrain, and other circumstances they could use to gain an edge.

Then, each combatant chooses their weapon (or weapons) and makes the competitive check, using the appropriate skill for the duel and the ring that their description dictates. The base TN for this check is 1, but it can be adjusted to account for relevant factors such as the players’ description and the circumstances, at the GM’s discretion. This check is treated as an Attack action check targeting their opponent for the purposes of abilities.

Resolution

The character who has more bonus successes is victorious in the duel.

In a duel using live weapons, such as a duel to the first blood or to the death, the victor inflicts a critical strike with severity equal to twice their weapon’s deadliness, plus their bonus successes upon their foe. The enemy can resist as usual (see page 270).

In any type of duel, if neither fighter succeeds, the character with the lower shortfall is victorious (albeit inelegantly) and inflicts a critical strike with severity equal to twice their weapon’s deadliness on the foe, reflecting an accidental harm that might occur even in a practice duel.

If the characters are tied, both are considered both victorious and defeated for the purpose of inflicting any critical strikes. The one who inflicts the critical strike with the higher severity (after the check to resist) wins. If these are tied (or no critical strikes were inflicted), the duel’s outcome is inconclusive.

Texto do livro

Core Rulebook · Chapter 6: Scenes and Conflicts › Duels › Special Rules of Duels · p. 258 p. 261

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Dueling is an activity that many groups will want to explore tactically, but for other groups, it is simply a means to an end. Even in games where players often want tactical duels, this fast resolution is sometimes appropriate.

Setup and Check

Each combatant describes their intended action, detailing how they factor in relevant advantages, disadvantages, terrain, and other circumstances they could use to gain an edge.

Then, each combatant chooses their weapon (or weapons) and makes the competitive check, using the appropriate skill for the duel and the ring that their description dictates. The base TN for this check is 1, but it can be adjusted to account for relevant factors such as the players’ description and the circumstances, at the GM’s discretion. This check is treated as an Attack action check targeting their opponent for the purposes of abilities.

Resolution

The character who has more bonus successes is victorious in the duel.

In a duel using live weapons, such as a duel to the first blood or to the death, the victor inflicts a critical strike with severity equal to twice their weapon’s deadliness, plus their bonus successes upon their foe. The enemy can resist as usual (see page 270).

In any type of duel, if neither fighter succeeds, the character with the lower shortfall is victorious (albeit inelegantly) and inflicts a critical strike with severity equal to twice their weapon’s deadliness on the foe, reflecting an accidental harm that might occur even in a practice duel.

If the characters are tied, both are considered both victorious and defeated for the purpose of inflicting any critical strikes. The one who inflicts the critical strike with the higher severity (after the check to resist) wins. If these are tied (or no critical strikes were inflicted), the duel’s outcome is inconclusive.