Resolving Conflict

There are four main types of conflict in Exterminis: Reign of Destruction. These are physical combat, magical combat, stealth, and social interactions. All of these are resolved through using opposed dice rolls. The player rolls  dice, and the Gamemaster rolls dice at the same time. Modifiers are added, and the highest total “wins” the conflict. This is the basic game mechanic, and it is used to resolve almost all conflict in the game. For more details, as well as specific examples, check out the pages below.

Physical Combat

Physical combat is probably the most common conflict in Exterminis: Reign of Destruction. It seems like characters are always getting into trouble, and that trouble almost always leads to weapons being drawn. Combat in E:RoD is very fast, and very deadly. Characters can die before they even know what they are doing, and it’s very difficult to come back from the grave.

Sorcery

Magic is very powerful in the World of Exterminis. There are no ancient formulae to memorize, no special words that need to be spoken, no hand gestures to be made, and no esoteric components to be gathered. The mage simply focuses their intention on the spell, channels the energy, and releases it.

Stealth

The World of Exterminis is a dangerous place. It only makes sense that many people try to get through life without being noticed. There are also a lot of shady characters that don’t like to earn an honest living, so they prey upon those that do. The conflict between these people and the people who try to stop them is resolved through stealth checks.

Social Interaction

Social interactions are the fourth area of conflict in Exterminis: Reign of Destruction. People are always trying to persuade, deceive, intimidate, or impress other people.

These people are opposed through the wisdom of their intended targets. 

Unopposed Tests

Sometimes, characters will interact with the environment in ways that aren’t covered by opposing tests. In most cases, characters should just be allowed to automatically succeed in these efforts. However, if there is some penalty (either real or perceived) for failure, or if the situation is dramatically tense, then the player should roll a characteristic test.

Have the player roll percentile dice. If the roll is higher than the characteristic’s raw score, then the test fails. If the roll is equal to or lower than the raw score, the character succeeds in whatever they were attempting to do.

If you feel like there are mitigating circumstances that would make the test easier or harder than normal, you can raise or lower the ability score for purposes of the test roll only. For really easy tests, you could give them a temporary bonus of 10 or 15 points, and for difficult tests, you could temporarily lower their score by 10, 15, or 25 points. For incredibly difficult tests, you might only let them use half of their ability score.

In these tests, a roll of 100 (00) always fails, and a roll of 1 (01) always succeeds.

Example

Theros is running away from some bandits, and he comes to a raging river blocking his path. Fortunately, the bandits have left a narrow, rickety bridge they use to cross it. Unfortunately, it has been raining lately, and the bridge is slippery. 

If there were no bandits, the DM might just let Theros cross the bridge without rolling. He could slow down, use extra caution, and concentrate, and cross the bridge without rolling. Likewise, if the bridge were dry and sturdy, it could be crossed easily. However, the combination of slippery conditions plus being pressed for time means that the DM makes Theros roll against his agility score. Theros’ agility is 65, and his player rolls a 47, so Theros crosses the bridge easily. If the roll had been 65 or higher, Theros would have fallen off the log into the raging river below.

When he reaches the other side, Theros tries to push the log into the ravine. The DM calls for a strength check. However, the ground is muddy, and Theros can’t quite get his footing, so the DM rules that he must take a 5 point penalty to his strength for this test. His strength is 45, so Theros must roll under a 40 to successfully push the log into the ravine.

 

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