Dec 23, 2022 12:18 am
-- Rolling --
The game will be a shared story-telling where I will assume your character fails. I will give you some tips when suitable (for D&D saves, passive perception, etc.), but if you wish to prevent a specific outcome you will need to roll 2d6 to prevent the narrated outcome. To resolve the action you then take the sum of the two dice and compare it to the action's success range. -- Success Range --
Unlike many other systems, you are not aiming for high or low results but instead, a successful action is one which the roll’s result falls within the action's success range. This range starts with the value 5, being extended by the action modifier. This modifier is based on the skill level but its also affected by the circumstances, for example:
+1 if you can find a way to make the action easier (e.g. produce a relevant object, use landmarks, use relevant information)
+1 if using a good quality item (e.g. damage weakness, magical weapons)
+1 from traits and abilities
+1 if you use a previous experience
-1 if something if making the action more difficult (e.g. cover, low visibility, weaknesses)
-1 per accumulated wounds (see wounds below)
-1 if using a bad quality item (e.g. damage resistance, improvised weapons) -- Result--
Because the success of any roll depends only on the character's ability, you know immediately what the outcome is. If possible, you have the freedom to describe how the action is performed, the outcome and any potential consequence resulting from your character's action on a follow up post without waiting for my input. Ideally, this would allow the system to be run almost GMless at some point.
-- Failure --
When the dice are rolled, given the way the game is set up, it is often the case that you do not succeed. In most cases, this should not stop the action or prevent the players from getting what they are looking for. If you fail, you can:
* Receive help: If reasonable, another player can spend his action to help you by providing a +1 bonus to you action. If this is not enough, more players can roll to help taking a penalty equal to the number of characters' already helping (more characters make more confusion!) If any of them succeeds, the entire action was saved!
* Hard success: If you are able to give up something, you can choose to obtain a forced success instead of failing (e.g. an item brakes, run out of ammunition, a contact is lost, drop something important, miss a clue, etc). Items weariness is often used in these cases, particularly when wearing protective armor in combat.
* Twist! If you had all the time in the world, you would have succeed... eventually. If you can suggest a reason why your action was interrupted, what prevented you from succeeding, you find yourself in new trouble, but may retry the action once the new problem is solved. It is difficult to come up with something for every rolls, specially before the plot starts to take shape, but you will also be awarded one experience ("inspiration") as a reward for your contribution to the story if you managed to!* Push hard: If nothing else applies, your character's fatigue increases as it struggles to complete the action.
* Beyond your reach: You can just admit you don't have the skills to solve the action and give up. However, no one may re-try the same action until the circumstances change.Note that wealth is a special skill which failing requires you to level down reflecting how your current spending affects your total wealth significantly. Wealth reflects how much you can spend and, given that the success probably lies don’t scale up linearly, this means each level of wealth reflects different "amounts". The richer you are, the more you can spend without your overall wealth being affected.
The game will be a shared story-telling where I will assume your character fails. I will give you some tips when suitable (for D&D saves, passive perception, etc.), but if you wish to prevent a specific outcome you will need to roll 2d6 to prevent the narrated outcome. To resolve the action you then take the sum of the two dice and compare it to the action's success range.
[ +- ] Example
One character decides to scout the entrance of a dungeon. As I describe the dungeon's first room, I say that the character triggers a trap and will be burned by magical fire cone from the wall. The player may decide that is suitable for the narrative and not roll, having the character die as a warning to the others. However, the player can easily prevent such outcome by rolling. Regardless of the outcome, the character does not die (fail forward)
Unlike many other systems, you are not aiming for high or low results but instead, a successful action is one which the roll’s result falls within the action's success range. This range starts with the value 5, being extended by the action modifier. This modifier is based on the skill level but its also affected by the circumstances, for example:
+1 if you can find a way to make the action easier (e.g. produce a relevant object, use landmarks, use relevant information)
+1 if using a good quality item (e.g. damage weakness, magical weapons)
+1 from traits and abilities
+1 if you use a previous experience
-1 if something if making the action more difficult (e.g. cover, low visibility, weaknesses)
-1 per accumulated wounds (see wounds below)
-1 if using a bad quality item (e.g. damage resistance, improvised weapons)
[ +- ] Success range step by step
* All possible results of the sum of a 2d6 roll are:
2 3 4 5 6 7 8 9 10 11 12
* The success range starts with the value 5:
2 3 4 [ 5 ] 6 7 8 9 10 11 12
* The character's skill level is 2, adding +2 to the modifier (5+2=7)
2 3 4 [ 5 6 7 ]8 9 10 11 12
* The player manages finding an advantage making the action easier, adding another +1 bonus (7+1=8)
2 3 4 [ 5 6 7 8] 9 10 11 12
* Rolling a sum of 5, 6, 7 or 8 is considered a success
2 3 4 5 6 7 8 9 10 11 12
* The success range starts with the value 5:
2 3 4 [ 5 ] 6 7 8 9 10 11 12
* The character's skill level is 2, adding +2 to the modifier (5+2=7)
2 3 4 [ 5 6 7 ]8 9 10 11 12
* The player manages finding an advantage making the action easier, adding another +1 bonus (7+1=8)
2 3 4 [ 5 6 7 8] 9 10 11 12
* Rolling a sum of 5, 6, 7 or 8 is considered a success
[ +- ] Example
A locked door is keeping the characters out of a room they desperately need to get into. The group’s rogue attempts to lockpick it. The rogue has a sleight of hand skill level of 3, and this is a trained skill. However, the party is under time stress because the alarm has been raised and the guards will find them soon if they don't hide, the need to rush balancing out the training. The total modifier for the action will be 3+1-1=3, meaning the success range is from 5 to (5+3) 8. If the sum of the 2d6 is 5, 6, 7 or 8 the rogue successfully picks the lock.
Because the success of any roll depends only on the character's ability, you know immediately what the outcome is. If possible, you have the freedom to describe how the action is performed, the outcome and any potential consequence resulting from your character's action on a follow up post without waiting for my input. Ideally, this would allow the system to be run almost GMless at some point.
-- Failure --
When the dice are rolled, given the way the game is set up, it is often the case that you do not succeed. In most cases, this should not stop the action or prevent the players from getting what they are looking for. If you fail, you can:
* Receive help: If reasonable, another player can spend his action to help you by providing a +1 bonus to you action. If this is not enough, more players can roll to help taking a penalty equal to the number of characters' already helping (more characters make more confusion!) If any of them succeeds, the entire action was saved!
* Hard success: If you are able to give up something, you can choose to obtain a forced success instead of failing (e.g. an item brakes, run out of ammunition, a contact is lost, drop something important, miss a clue, etc). Items weariness is often used in these cases, particularly when wearing protective armor in combat.
* Twist! If you had all the time in the world, you would have succeed... eventually. If you can suggest a reason why your action was interrupted, what prevented you from succeeding, you find yourself in new trouble, but may retry the action once the new problem is solved. It is difficult to come up with something for every rolls, specially before the plot starts to take shape, but you will also be awarded one experience ("inspiration") as a reward for your contribution to the story if you managed to!
[ +- ] Examples
* You are trying to pick a lock but you spotted guards approaching. Will you be able to hide or will they see you?
* You were fighting the leader of a gang but find yourself suddenly swarmed by his minions. Can you fight your way to the leader before he escapes?
* In an urban combat, it is possible to have collateral damage, including killing bystanders, which could be an added problem.
* Maybe you manage to steal some secret documents but there are witnesses! This will lead to trouble down the road...
* You were fighting the leader of a gang but find yourself suddenly swarmed by his minions. Can you fight your way to the leader before he escapes?
* In an urban combat, it is possible to have collateral damage, including killing bystanders, which could be an added problem.
* Maybe you manage to steal some secret documents but there are witnesses! This will lead to trouble down the road...
* Beyond your reach: You can just admit you don't have the skills to solve the action and give up. However, no one may re-try the same action until the circumstances change.
[ +- ] Probabilities
Modifier 0: 4/36 ~ 11% (unskilled)
Modifier 1: 5/36 ~ 25%
Modifier 2: 6/36 ~ 42%
Modifier 3: 5/36 ~ 56% (trained)
Modifier 4: 4/36 ~ 67%
Modifier 5: 3/36 ~ 75%
Modifier 6: 2/36 ~ 81% (master)
Modifier 7: 1/36 ~ 83%
Modifier 1: 5/36 ~ 25%
Modifier 2: 6/36 ~ 42%
Modifier 3: 5/36 ~ 56% (trained)
Modifier 4: 4/36 ~ 67%
Modifier 5: 3/36 ~ 75%
Modifier 6: 2/36 ~ 81% (master)
Modifier 7: 1/36 ~ 83%