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Laws of Engagement (Combat and Checks)

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Non Combat

Inevitably there will be a time when someone must engage in a check to see if they succeed or fail at a given task. Fortunately Kids on Brooms is very simple as a system. Anything you wish to do will have an Attribute check, Plus any applicable bonuses (Stat and/or magic) Plus or minus any circumstances (Potions, curses, environment etc)

It is up to the ST to ask for an Attribute check for any situation that would involve a roll. This could be anything from balancing on a tightrope, to punching a dragon in the genitals. The roll will be an attribute plus or minus any bonus or penalty.

For example, Jock Gusto wants to jump across the grand canyon. The DM Says that this will be a brawn check. Jock Gusto has a brawn of a D8+2. Before rolling, Jock decides to drink his potion of Jumping that will give him an additional +5 to the roll. The DC to do so will be 35 as it's an astronomical difficulty. Even with the rule of explosion, it's not very likely that he could do this with a D8+7. However, Jock decides he's also going to cast a spell of leaping, giving him his Magic Dice of a D10, he has a Brawn magic bonus of +5 so he adds another +5 to the roll. Now Jock has a D8+D10+12. To make it even more likely. Jock decides to use a flying spell, giving him a flight check which uses his D20, Now he has a D20+D10+12, And because he uses flight, the difficulty of the spell is reduced to 15. There for making it extremely easy to accomplish. (This is how a typical resolution would play out)

It's up to an ST to determine what attribute would be used on any given check. Both for mundane and magical. A player can say what his intention is to try and sway the ST to a particular attribute. But ultimately the ST must decide if it makes sense or not.

For the situations where an opposition is required, lets say Jock wanted to sneak past a guard. Then he would have to roll his Attribute check, vs the guards attribute check to detect him. ultimately this is how most conflict is settled, see below under Combat.

Combat

There are times when conflict will result in violence. This is a little tricky here, as we need to come up with a fair system to use, to prevent anyone from simply god modeing a narrative as the game is originally intended.

You will have to agree upon the attribute roll to use, and the defensive roll to counter it. To the most common, straight up slobberknocker, this will be Fight or Brawn vs Flight or Grit. Depending on the situation. The attacker will state his intention, and the defender will state his counter intentions. Both players will roll the appropriate checks, and the victor will win the result.

In the case of the attacker, you must beat the defenders defensive roll, you score 1 point for meeting the roll, +1 point for every 5 over and above that, Ties go to the defender, always. There for if Jock rolled a 20 against Clyde's 20, Clyde will avoid Jock's Attack. If Clyde rolled a 19, Jock would score 1 point of damage on Clyde. If Clyde rolled a 15, Jock would score 2 points of damage. Etc.