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==Conflict Resolution== There's three kinds of conflict: dude vs. environment, quick dude vs. dude and ongoing dude vs. dude. '''Aie! I have no cliché I can use!''': In any conflict, if there's people who want to get in on the action but don't have an appropriate cliché by even the thinnest stretch of the imagination, the GM can let them participate by giving everyone 2 extra dice, *including* people who are using their clichés. (ie. in an origami-crane folding contest, the dude with "Space Marine (4)" would get 2 dice, and the dude with "Zen Monk (3)" gets (3+2=) 5 dice.) === vs. environment === <div style="margin-left:2em;float:right;width:40%"> {|border=1 cellspacing=0 cellpadding=4 |- ! Target !align=left| Difficulty of Task !align=left| Effect on the story |- |align=center| 0 | Any shmoe off the street does it without thinking. | No practical effect, will never be mentioned again. |- |align=center| 5 | You need to know how to do it, but only amateurs screw up half the time. | Success will make things fun for everybody. |- |align=center| 10 | A pro has a 50/50 chance of doing it. | Success would be nifty. |- |align=center| 15 | A heroic stunt. | Success would steal the scene for a bit. |- |align=center| 20 | Only a master could pull this off. | Success would upstage all the other characters in this scene. |- |align=center| 25 | You need to be like an olympic-level to succeed just half the time. | ''???'' |- |align=center| 30 | Jegus. Even with a full 6 dice you have a 2% chance of success. | Success would upset the whole story. |} </div> If the GM thinks it isn't a given that you can accomplish a task, or it would be interesting if you fail, a character may have to apply one of their clichés to see if they will succeed. Roll all the dice for the appropriate cliché, and compare the sum to a difficulty number set by the GM, based on either how hard it would be to do the task, or how disruptive it would be to everyone's fun: Remember that losing your tools of the trade for a cliché means you can only roll half your dice for that cliché. To get extra dice to roll, you'd need to acquire some sweet gear during the adventure. === quick vs. dude === For competitions where it's just one action and pass/fail, or more than one person is trying to achieve the same exclusive goal, or you just want it over quickly so it's not a distraction from the main event, it's called a '''non-combat conflict'''. Each of the characters involved roll their appropriate cliché dice and whoever's result is higher wins. Examples: lunging for the one gun on the floor, grabbing the last slice of pizza in the fridge, Iron Chef competition in Kitchen Stadium. === ongoing vs. dude === For ongoing conflicts -- where you wear down your opponents into submission -- it's called a '''combat conflict.''' The GM aribtrates what clichés are appropriate, although you can bend the rules a little bit (see below). It's done as a series of quick conflicts, and after each exchange the loser drops one die temporarily from the cliché that was used. If this drops the cliché to zero, then the loser is utterly defeated and the victor decides their fate (death, humiliation, embarassment, eyebrows singed off, etc..). A cliché reduced to zero doesn't necessarily mean wounds; it could be loss of morale, exhaustion, running out of money or hairspray... the cliché just can't be used until the character does something to recover. '''Inappropriate clichés:''' If you can convince the GM or the entire table that you can use one of your odd clichés to defend or attack, with a suitably amusing and plausible description of how you'd do it. If you manage to succeed with an inappropriate cliché, the other dude will lose THREE dice instead of one, for being taken totally off-guard and humiliated. (Beware a skilled hairdresser backed into a corner.) '''Hordes & Mobs:''' When one of the side in the conflict is "700 Lemmings armed with toothpicks" or a gang of mooks, just treat them as one single opponent with a single cliche. As they lose dice from that cliche, the mob disbands, until there's just whimpering stragglers left at 0 dice. When defeated, always make sure some escape (to plot revenge!) and a significant member of the horde is left behind for the players to berate, browbeat or deal with in some satisfying manner. '''Teaming up:''' More than one person can help out by working as a team. Whoever in the group has the highest-ranked appropriate cliché becomes the group's leader. Everyone else can contribute by rolling their own appropriate cliché, but they can only add one of their dice to the sum rolled by the leader. When a team takes damage in conflict, either someone on the team can volunteer to take a TWO dice hit (or SIX if an inappropriate cliché succeeded), or everyone on the team rolls their cliché dice and whoever has the lowest result takes a a single die hit. If someone volunteered, the leader gets to roll double dice in the next exchange as a 'vengence' bonus; if nobody volunteered, there is no 'vengence' bonus. If the group disbands, everyone takes a 1-die hit to their clichés, and members can immediately re-form into a new team. If the group disbands because the old leader volunteered to take a 2-dice hit, the group can reform immediately and the new leader will gets the 'vengence' bonus on the next exchange.
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