The Art of War 2: Modern Warfare - Ch. 4: Pick a Card, Any Card (Criticals)

Information on how to play the game, including full tutorials on how combat works.
1 post Page 1 of 1

The Art of War 2: Modern Warfare - Ch. 4: Pick a Card, Any Card (Criticals)

Quote

Post by Tony »

The Art of War 2: Modern Warfare
Updated for DW7.0

Chapter 4: Pick a Card, Any Card

This chapter will cover DW7.0's new system for critical successes and failures. Whereas previous iterations of the "crit" system have been either punishing lessons in character survivability or GM-frustrating exercises in boss futility, the new "Crit Deck" is intended to have far less dramatic, but more varied effects on combat and gameplay.

A divine success is defined as rolling a result that is within the top 1% of the maximum result and allows the character to roll the check again, then add the two results together for a final result.
A critical success is defined as rolling a result that is within the top 5% of the maximum result.
A critical failure is defined as rolling a result that is within the bottom 5% of the maximum result. This is typically considered an automatic failure on any check, regardless of whether its result exceeds an opposing check. This, however, can be re-rolled using any number of abilities scattered throughout the game.
A botch is defined as rolling a result that is within the bottom 1% of the maximum result. These are automatic failures regardless of result and cannot be re-rolled except in extreme circumstances.

Our bot will identify these with color codes when a roll is made:
Botches are Red.
Critical failures are Brown.
Critical successes are Blue.
Divine successes are Blue green.

Note: Only divine and critical successes on attacks will roll from the Crit Deck. Divine and critical successes on defense, as well as critical failures and botches, do not draw cards.
____________________________________________________

3.1: The Crit Deck

For the purposes of the "Crit Deck," attacks are divided into four different types:
Impact
Ranged/Piercing
Slashing
Magic

Players and GMs are encouraged to use common sense when deciding which deck the attacker should draw from. For instance, a character with a sword may draw from Impact if it's using the pommel of its sword to attack, Slashing if it's using the blade, or Piercing if it's using the point. Try to remain consistent. If a player doesn't provide that level of detail, that's OK -- just use the one that makes the most sense for that weapon type (i.e.: swords should default to Slashing).

Whenever a player scores a "crit", they can draw from the deck.

!crit Impact
!crit Ranged
!crit Slashing
!crit Magic

<@Rufus> !crit Slashing
<Dragonbot> (Rufus) rolls slashing: "Pain and Simple" Deals equal damage as nonlethal damage. (Damage: 1x, Cure: N/A)

The "Damage" modifier acts as a multiplier for damage incurred by the attack; it is capped at 3x.

The "Cure" modifier indicates when this effect will come to an end. In this example, there isn't a cure since the result is a single modified effect (the damage is nonlethal).

<@Rufus> !crit Ranged
<Dragonbot> (Rufus) rolls ranged: "Clean Through" Acute "Feeble" status (Damage: 1x, Cure: First Aid)

In this case, the target will suffer Acute "Feeble" status until another character spends an action performing First Aid on that character. Sometimes a GM will assign a DC to the First Aid check in order to cure it, but not always.

<@Rufus> !crit Impact
<Dragonbot> (Rufus) rolls impact: "Gonna Need a Cane" Acute "Sprain" status until healed. (Damage: 1x, Cure: Medical Bay)

In this instance, the character will suffer from Acute "Sprain" status until they return to an infirmary/hospital/medical bay, either during or after a mission. This cannot be fixed with First Aid in the field!
____________________________________________________

3.2: Other criticals, failures

Just because you don't draw a card from the Crit Deck when you critically succeed or an enemy critically fails does not mean that your luck is wasted!

A divine success still allows you to roll again and add the two results together, and allow for an automatic counterattack.
A critical success on a defensive action allows for an automatic counterattack.
An opponent's critical failure and botch still count as automatic failures.

Note that you do not suffer negative penalties -- except automatic failure -- whenever you roll a critical failure or a botch on an attack or a defense.

Also note that a GM may use the Crit Deck for other purposes as they see fit.

If the bot isn't responding or is out of the channel, GMs have access to the crit tables offline, so you can still draw cards from it with GM instruction.
____________________________________________________

That concludes our lessons on the combat system!

Understand that this is one of the more complicated parts of the system, and if you can grasp all of this, then you are ready for almost everything else the GMs will throw at you during gameplay, including exploration and social checks and encounters.

We'll see you on the field!
Last edited by Daedalus on July 17th, 2023, 12:46 am, edited 4 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

1 post Page 1 of 1