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Subject: Automatic Match Resolver rss

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Marcus Young
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Although the main point to a Career Mode campaign of Jugula is a framework for series of linked games, there can be circumstances in which it is helpful to resolve a match without playing it. For example, if one is looking for a tournament involving some player factions and some non-player factions, one might wish to play out only the player v player matches and have a quick mechanism for resolving the player v non-player fights (and the non-player v non-player fights as well, if that is of any importance to the campaign).

Other than player skill, the main factor which governs the likelihood of a team succeeding in any given match is the experience level of the gladiators deployed into the arena by the respective teams. The game-winning potential of any given gladiator can be measured through the number of Upgrades he possesses, except that the "Cute", "Vigorous" and "Smart" Talents confer non-combat benefits only and so should not be counted. Thus a player counts 1 point for each Upgrade possessed by a gladitor the tems is deploying in the area, save for the 3 Talents mentioned above.

Also of relevance is the skill levels of any Sacerdos and/or Manicarius on the respective teams (the other Servitors provide bonuses that do not directly relate to the chances of winning a match), with each skill level being of greater benefit than the previous. Thus the team counts 1 point for one of these Servitors at level 1, 3 points for one at level 2, and 6 points for one at level 3.

Each team totals points in the above fashion (which will be somewhere between 0 for a novice team and 28 if every gladiator is a Primus Palus supported by a level 3 Sacerdos and a level 3 Manicarius. Deduct the smaller team total from the larger to find the difference in scores. Double that difference and add the number to 50 to find the target number, (although the target number cannot be higher than 95).

Combat proceeds in rounds. Each round a d100 is rolled. If the roll is less than the target number then the weaker team suffers a wound. If the roll is greater than the target number then the stronger team takes a wound. If the number equals the target number then both teams take a wound.

When a team takes a wound, the terget number is shifted by 5 points against that team- so if the target number was 60 and the weaker team takes a wound then the target number is now 65. Once again, the target number cannot rise higher than 95.

When one team has taken 4 wounds, the fight ends and that team loses. If both teams take 4 wounds at once, the next time one team takes a wound and the other not resolves the fight.

At the end of the fight the wounds taken by a team are randomly allocated between its gladiators in the arena by rolling 1d4 for each wound. The post-combat survival process can then be implemented as normal.

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