Resolution
The basic resolution mechanic is to roll against a set Level for whatever task you are preforming. A player may use any appropriate tag on their character sheet to modify the level of the task.
A player then rolls 1d20 against the DC. The DC is equal to 3 times the Level of the task.
d20 | Result | Details |
---|---|---|
1 | Fail, and | Fail, and things are worse |
2 to DC-6 | Fail, but | Fail, but something else helps you |
DC-5 to DC-1 | Success, but | Success, but not exactly as expected |
DC to DC+4 | Success | Exactly as you expected |
DC+5 + | Success, and | Success, and things are better |
George wants to pick a lock on a door. The target is level is 4 he would have to beat a 12 without any tags. But George is a thief, and he has the tag "I can open anything!" these two things ease the target level by one each, lowering the level to 2. George has to now beat a 6.
If George rolls a 2 he gets a "Fail, but" George failed to pick the lock BUT someone opens the locked door from the other side...
If George rolls a 4 he gets a "Success, but" George successfully picked the lock BUT someone spots him doing so...
If George rolls a 7 he just picks the lock and the story moves on.
If George rolls a 12 he gets a "Success, and" George successfully picks the lock and George is inspired by such a great job on a difficult lock. (His next roll is eased)
Player vs Player Resolution
When a contested roll against two players characters happens both a d20 and add +1 (or the Tiered modifier) for any tag that eases the roll, add -1 (or the Tiered modifier) for any tag that hinders the roll. The player who initiates the conflict is Player A and the other is Player B, using Player A's Total - Player B's Total use the following Resolution table to determine the outcome of the conflict.
(Player A total - Player B total) | Outcome for Player A |
---|---|
≤ -5 | Fail, and |
-4 to -1 | Fail, but |
0 | Success, but (tie case) |
1 to 4 | Success |
≥ 5 | Success, and |
Modifying the Difficulty
The situation and your character tags can modify the target difficulty. This is done by either easing the difficulty or hindering the difficulty.
Easing: Easing the difficulty means that you lower the level of the task being preformed.
Hindering: Hindering the difficulty means that you raise the level of the task being preformed.
Remember that the target number (DC) to hit is 3 times the level, so the target number is essentially lowered or raised by as many times as the task is eased or hindered.
Levels of Difficulty
Level | DC | Description |
---|---|---|
0 | 0 | Routine |
1 | 3 | Simple |
2 | 6 | Standard |
3 | 9 | Demanding |
4 | 12 | Difficult |
5 | 15 | Challenging |
6 | 18 | Intimidating |
7 | 21 | Formidable |
8 | 24 | Heroic |
9 | 27 | Immortal |
10 | 30 | Impossible |