Rules

Introduction

Dogs Lite rules are based on Dogs in the Vineyard and adapted for use online.

Refer to the Dogs Lite Glossary to look up anything needed.

These rules apply only to setting up and resolving conflicts. Outside of conflicts, there are no rules.

Conflict is basically structured so that the characters involved take turns attacking while the attacked characters defend against the attacks. All the characters have a resource pool, Effort, and attacks/defenses are only as strong as the effort expended by the character.

Characters also maintain momentum from one conflict to the next. During the conflict, your momentum will be lowered by not defending fully against attacks. If it gets low enough, you will be removed from the conflict, and must seek medical attention or risk death.

Sources of Effort

  • Stats
    • Adventuring
    • Combat
    • Social
  • Sources
    • Momentum (added at the start of a conflict)
    • Relationships (can be added before or during a conflict depending on when applicable)
    • Traits
    • Spells
    • Items
Conflict Structure
  1. Establish Terms and Setting
  2. Create effort pool from relationships and momentum
  3. Start rounds
    1. Auction off initiative slots
      • To have an attack you must bid at least 1 (can go into negatives if you will gain effort during the turn)
      • Ties are decided by PCs, then NPCs, then alphabetical.
    2. Begin turns
      1. Choose to escalate or give in
      2. Attack
        • Describe attack
        • Add applicable dynamics to effort pool.
        • Choose attack strength – Can choose up to your character’s arena score
        • Other players may assist and and add effort (max of primary character’s arena score per round)
        • Describe defenders
      3. Defend
        • Describe defense
        • Add applicable dynamics to effort pool.
        • Choose defense strength – Can bid up to your character’s arena score
          • You can choose to reverse the blow by spending an additional cost equal to the initiative of the current round. This lets move your attack to the current position, the enemy’s attack becomes his defense.
        • Other players may assist and add effort (max of primary character’s arena score per round)
        • Tally up fallout
        • Narrate damage (if necessary)
      4. Roll fallout
        • Roll die based on damage type (1d4 – nonfatal, 1d6 – subdual, 1d8 – normal, 1d10 – extreme, 1d12 – overkill, 1d20 – supernatural)
          • For each die rolled lower your momentum by
          • If you rolled a 1 on any fallout roll gain 1 advancement point , otherwise lower your momentum by (roll/2) (rounded down)
            • If your momentum reaches -(Arena) then you must seek healing after the conflict
            • If your momentum reaches -(Adventuring + Social + Combat) you are removed from the conflict and will be removed from the game without immediate drastic attention.
  4. Resolution
    1. Players narrate deaths
    2. Additional narration
    3. Players advance characters
      • If you won the conflict gain momentum equal to the arena score

At the end of a conflict you get to advance by based on this handy chart! Each tier is cumulative.

Points Reward
1 5 Momentum
2 1 Item of value less than 10
3 Raise a trait, spell, or relationship by 1
Your Arena Score Raise the current Arena stat by 1

Rules

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