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rules:actions_and_outcomes [2013/09/12 20:53]
galacticcmdr [Four Outcomes]
rules:actions_and_outcomes [2015/03/20 13:42]
galacticcmdr removed
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 ====== Actions and Outcomes ====== ====== Actions and Outcomes ======
 +
 +//See Also: [[fatesrd>​Actions & Outcomes|SRD]]//​
 +
  
 Conflicts are divided into a series of exchanges. Each character gets a single action during the exchange based upon their initiative. The duration of exchange varies depending upon the scale of the exchange. An exchange between two leviathans will take much longer than one between ten normal people. Conflicts are divided into a series of exchanges. Each character gets a single action during the exchange based upon their initiative. The duration of exchange varies depending upon the scale of the exchange. An exchange between two leviathans will take much longer than one between ten normal people.
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   * **When you Tie** an overcome action, you attain your goal or get what you were after, but at a minor cost.   * **When you Tie** an overcome action, you attain your goal or get what you were after, but at a minor cost.
   * **When you Succeed** at an overcome action, you attain your goal without any cost.   * **When you Succeed** at an overcome action, you attain your goal without any cost.
-  * **When you Succeed with Style** at an overcome action, you get a [[aspects#​boosts|boost]] in addition to attaining your goal.+  * **When you Succeed with Style** at an overcome action, you get a boost in addition to attaining your goal.
  
  
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   * **When you Fail**, you either don’t create the aspect, or you create it but the opposition gets a free invoke from it. You should create it if the aspect you wanted was something that other people could take advantage of later (like Rough Terrain). You can still invoke the aspect if you’d like, but it’ll cost you a fate point.   * **When you Fail**, you either don’t create the aspect, or you create it but the opposition gets a free invoke from it. You should create it if the aspect you wanted was something that other people could take advantage of later (like Rough Terrain). You can still invoke the aspect if you’d like, but it’ll cost you a fate point.
-  * **When you Tie**, you get a [[aspects#​boosts|boost]] - name the new aspect and invoke it once for free, but after that, the aspect goes away. This might mean you have to rename the aspect a bit to reflect its temporary nature (Rough Terrain becomes Rocks on the Path).+  * **When you Tie**, you get a boost - name the new aspect and invoke it once for free, but after that, the aspect goes away. This might mean you have to rename the aspect a bit to reflect its temporary nature (Rough Terrain becomes Rocks on the Path).
   * **When you Succeed**, you create a scene aspect with a free invocation.   * **When you Succeed**, you create a scene aspect with a free invocation.
   * **When you Succeed with Style**, it works like a normal success, except you get two free invocations instead of one.   * **When you Succeed with Style**, it works like a normal success, except you get two free invocations instead of one.
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   * **When you Fail** at an attack, you don’t cause any harm to your target. (It also means that your target succeeded on the defend action, which might mean you get saddled with other effects.)   * **When you Fail** at an attack, you don’t cause any harm to your target. (It also means that your target succeeded on the defend action, which might mean you get saddled with other effects.)
-  * **When you Tie** an attack, you don’t cause any harm, but you gain a [[aspects#boosts|boost]]. +  * **When you Tie** an attack, you don’t cause any harm, but you gain a [[fatesrd>boosts|boost]]. 
-  * **When you Succeed** on an attack, you inflict a **hit** on your target equal to the number of shifts you got. That forces the target to try and "buy off" the value of your hit by taking [[damage#stress]] or [[damage#consequences]];​ if that’s not possible, your target gets taken out of the conflict.+  * **When you Succeed** on an attack, you inflict a **hit** on your target equal to the number of shifts you got. That forces the target to try and "buy off" the value of your hit by taking [[fatesrd>stress]] or [[fatesrd>consequences]];​ if that’s not possible, your target gets taken out of the conflict.
   * **When you Succeed with Style** on an attack, it works like a normal success, but you also have the option to reduce the value of your hit by one to gain a boost as well.   * **When you Succeed with Style** on an attack, it works like a normal success, but you also have the option to reduce the value of your hit by one to gain a boost as well.
  
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   * **When you Fail** at a defense, you suffer the consequences of whatever you were trying to prevent. You might take a hit, or you might have someone else's advantage stuck to you.   * **When you Fail** at a defense, you suffer the consequences of whatever you were trying to prevent. You might take a hit, or you might have someone else's advantage stuck to you.
-  * **When you Tie** a defense, you grant your opponent a [[aspects#boosts|boost]].+  * **When you Tie** a defense, you grant your opponent a [[fatesrd>boosts|boost]].
   * **When you Succeed** at a defense, you successfully avoid the attack or the attempt to gain an advantage on you.   * **When you Succeed** at a defense, you successfully avoid the attack or the attempt to gain an advantage on you.
   * **When you Succeed with Style** at a defense, it works like a normal success, but you also gain a boost as you turn the tables momentarily.   * **When you Succeed with Style** at a defense, it works like a normal success, but you also gain a boost as you turn the tables momentarily.
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 {{tag>​dresdencore}} {{tag>​dresdencore}}
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