Conflicts


In scenes where clashes cause damage, physical or mental, it is called a conflict. The basic rules of conflict are designed for speed of play and simplicity in hostile interactions regardless of if the blows are delivered by fist or word. The simple nature of the basic conflict rules requires Storytellers and Players to pad out the skeleton of dice rolls with as much narrative set-dressing as they like.

More advanced systems of conflict can be added on top of the basic rules and are found in the Advanced Conflict chapter.

Conflict Turns

Conflict scenes like all scenes are structured into turns. A turn lasts as long as it takes for each participant in the conflict to have acted once. The exact span of time taken by each turn can therefore vary depending upon the actions taken by participants. An individual roll doesn't represent a single swing of a sword unless the Storyteller says that it does.

At the start of each turn, each player describes what they are going to try to do that turn. This can be any conceivable and reasonable action. Once every player has picked their approach, the Storyteller makes the same decisions for the story characters. Finally, the Storyteller informs the troupe of which dice to include in their pools for their respective actions and they roll to see the outcome.

In basic combat, there are no complex rules of initiative. Instead, a turn progresses by resolving ongoing melee combat first, then ranged combat, then new melee combat, then everyone else.

An optional initiative system can be found in the the Advanced Conflict chapter.

Clashes

In basic combat the actions of attackers and defenders are resolved simultaneously in a clash. Like all clashes, a win is awarded to the higher of the two rolls. The margin of success in the clash is used for determining the severity of damage dealt.

Dodging

When a character seeks to dodge or defend against an attack, they use a relevant pool to their method of defending themselves. A win made on a defensive role cannot inflict damage to the opponent.

Whimsy

Casting whims during conflict can equally deal out damage. The toss made to cast the whim is used as one of the rolls for a clash. Typically, whims are resisted using the target's Wits.

More info on whimcrafting can be found in the Whimsy chapter.

Damage

Damage dealt during conflict can be either physical or mental. This largely depends on the kind of attack being made. Mental damage injures stress whereas physical damage inflicts wounds.

Damage dealt to the opponent's stress is equal to the margin of a win. If an opponent cannot take on any more stress, a wound is inflicted instead, based on the remaining margin according to the physical damage rules.

Wounds

Wounds in Fayrewood come in three severities: minor, major, critical. A character can only sustain so many wounds of each type. If a character runs out of capacity to take a wound, it escalates to the next severity but if a wound escalates beyond critical, the character dies. Instantly.

An attack dealing physical damage will only ever deal one wound, unless stated by the Storyteller. The severity of the wound is based upon the margin of a win.

Severity Margin
Minor 1-4
Major 5-8
Critical 8+
A win with no margin on a physical attack instead deals a point of stress.

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