You roll the dice (2 d6) to perform an action that involves risk or immediate danger.
Option 1) Conflict Resolution - The more rare the roll (2 or 12 being a ‘legendary’ action.), the more control you gain over the situation. The thing being risked is the intention of the specific task.
Example 1) Player is gathering supplies in an old office building. He spots a supply closet across the room. There is a gaping hole in the floor covered by a plank. He takes his roll.
Result 1) Player rolls a 6. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. DM interjects; No, while Player is walking back, he loses his balance, he slips. His hands are full so he doesn’t catch himself, so he falls into the office space below.
Result 2)Player Rolls a 10. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. Player then finds an album in a milk crate. Player can use it after he puts it on his Playlist or finds a turntable.
Result 3) Player rolls a 2. He states that he walks across a beam that leads to the other side of the pit and grabs the supplies. DM interjects; Yes and the Player then finds a song and adds it to his Playlist. He also sees a red light on top of a tower in the distance.
Option 2) Task Resolution – Rolling common represents failure. Rolling rare represents success. The thing being risked is the specific task.
Example 1) Player is in combat. He stabs a Gremlin with a shard of broken glass. He rolls to attack.
Result 1) Player rolls 3, he stabs the Gremlin and deals an indeterminate amount of damage.
Result 2) Player rolls 8 and hits nothing but air.
Option 3) The undecided combination of the two. Conflict resolution deciding all non-combat procedure as well as about half of the combat procedure, and task resolution covering Awakening.
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