Action Rolls

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Action Rolls #


An Action Roll is a roll where a character takes a deliberate action, initiating a specific course of events or using their Abilities to achieve something. The GM should only require this type of roll if something is at stake, or there’s a possibility for a bad outcome. It shouldn’t be required for routine or very simple tasks either.

Steps #

- Declaring the Action #

To perform an Action Roll, the player describes their objective and states the means by which they plan to achieve it. When necessary, it’s the GM’s job to ask and clarify this step, to ensure a clear understanding of the character’s intentions and methods.

For example, while both “successfully casting a spell” and “successfully casting a spell to impress a powerful sorcerer” may seem like identical tasks, their underlying intentions and expected outcomes differ significantly.

- Assessing Challenge #

Set by the GM, Challenge gauges the amount of effort or skill required to succeed the roll:

ChallengeRatingExample
Average2The action is straightforward but requires some level of effort or skill. Examples include sneaking past a distracted guard, performing a basic first aid procedure or walking across a sturdy plank of wood.
Difficult3The action is tough and requires considerable levels of effort or skill. Examples include deciphering a complex code, climbing a steep wall or playing a convoluted musical piece on the piano.
Daunting4The action is excessively hard and requires exceptional levels of effort or skill. Examples include sneaking undetected past a heavily guarded perimeter, performing an advanced surgical procedure or walking on a tightrope.

Depending on context, the GM may use these parameters as a guideline for setting a Challenge:

  • Environment : the physical or social space in which the action takes place.

  • Actors : is the action being helped or opposed by other people.

  • Means : the resources, items, tools or pieces of knowledge available.

  • Condition : the general state of the character performing the action, including their physical and mental health.

- Assessing Risk #

Also set by the GM, Risk indicates potential danger, uncertainty or threat associated with the action. This value represents the likelihood of a troublesome outcome; with the greater the likelihood, the lower the value:

RiskRatingExample
Safe4The action presents minimal danger, granting the character a good opportunity to act. Examples include shooting atop a fortification through a murder hole, striking a crippled adversary or breaking into an unguarded warehouse.
Risky3The action is hazardous or involves potential harm, forcing the character to gamble their outcome. Examples include handling volatile explosives, attempting to traverse a crumbling bridge or trying to deceive a guard to infiltrate a restricted area.
Precarious2The action hangs on a knife’s edge, with the character facing imminent trouble. Examples include confronting a powerful enemy head-on, running accross a booby trapped minefield or trying to rescue hostages from a burning building.

Depending on the circumstances, Risk can be placed into one of four categories:

  • Narrative Risk : plot-related consequences, involving complications or setbacks that impact the adventure or current situation .

  • Physical Risk : consequences related to the physical well-being of the character, including loss of Health caused by injuries or disease.

  • Material Risk : consequences related to possessions or resources, including the loss or damage of items, equipment or valuables.

  • Social Risk : consequences pertaining to social rank, status and interactions, such as damaged reputation or loss of respect/sympathy from other characters.

- Choosing Abilitie Die #

Action Rolls always combine two Abilities, based on the specifics of the action. For example, agility and endurance may be relevant for a climb roll, while reasoning and creativity may be relevant for a problem-solving roll. Here are a few other examples:

  • Brewing a potion may require knowledge and reasoning, as it involves understanding the properties of various ingredients, as well as the proper techniques for preparing and mixing them.

  • Writing a poem may require eloquence and creativity, as it involves using language and expression in imaginative ways to convey emotions and ideas.

  • Swimming may require agility and endurance, as it involves the ability to move efficiently through water and sustain prolonged physical effort.

  • Painting may require creativity and dexterity, as it involves the ability to express oneself through artistic mediums, and the manual skill to execute the desired strokes and forms.

  • Solving a puzzle may require reasoning and creativity, as it involves analyzing available information and coming up with a unique solution.

  • Lockpicking may require dexterity and reasoning, as it involves manipulating intricate mechanisms with precision, while also analyzing components and identifying potential vulnerabilities.

etc…

Depending on their scores, these Abilities determine which type of die are rolled, with 2 die used for each Ability (4 in total). For instance, if a character wants to swim accross a river, and they have an endurance score of 3 and an agility score of 1, they pick two d8s and two d4s. If they want to solve a puzzle, and they have a reasoning score of 2 and a creativity score of 2, they pick four d6s etc…

- Resolution #

Resolving an Action Roll involves two steps: a standard roll followed by an optional Daring Roll, with players trying to maximize Success Die while also minimizing Trouble Die:

  • The player throws their 4 die.

  • Results of 4 or more are considered Success Die. Results of 3 are ignored and results of 1 and 2 are considered Trouble Die.

  • The player can choose to end their action after the first throw, or proceed with a Daring Roll.

  • Opting for the latter raises one of the character’s Emotion by 1, and allows them to roll 2 additional die (one for each Ability), aiming to gain more Success Die while also risking additional Trouble Die.

After a Daring Roll, a player should have rolled 6 die in total. If not, they should have rolled only 4 die.

Raising Emotion #

As stated above, a character must raise an Emotion by one stage when attempting a Daring Roll. Which Emotion to raise is determined by context and the character’s general mindset while performing the action:

EmotionDescription
AngerThe character is acting out of resentment or animosity. They feel wronged or threatened, and think that they can overcome the obstacle through assertiveness or confrontation.
FrustrationThe character is acting out of annoyance or irritation. Things aren’t turning out as expected, they’re dealing with an unforeseen obstacle or an unwanted task.
AnxietyThe character is acting with uncertainty or apprehension. They are plagued by fear, second-guessing their decision or perceiving themselves as too weak for the task.
GuiltThe character is acting against their own values or principles. They feel responsible for what they’re doing or believe that they shouldn’t be doing it in the first place.

- Outcomes #

Action outcomes depend on whether the number of Success Die matched or exceeded the action’s Challenge, and/or if the number of Trouble Die matched or exceeded the action’s Risk:

Success Die >= ChallengeSuccess Die < Challenge
Trouble Die >= RiskLimited SuccessFailure
Trouble Die < RiskSuccessLimited Failure

For example, a character is trying to steal a guarded item:

  • Success : the character succeeds, they achieve their intended goal or result without consequences.

The character manages to steal the item and remains undetected.

  • Limited Success : the character succeeds but it comes at a cost. There’s a setback, a complication or the action isn’t as effective as anticipated.

The character manages to steal the item but gets detected by guards.

  • Limited Failure : the character fails but there’s no impactful consequence. The GM may allow them to try again (after some time, or with increased Risk) or decide that the opportunity slips away.

The character fails at stealing the item but remains undetected.

  • Failure : the character fails and there’s a consequence. A new threat appears, they lose control of the situation or suffer some form of harm.

The character fails at stealing the item and gets detected by guards.

Critical Outcomes #

  • A Critical Success happens when a player manages to roll 2 Success Die over the action’s Challenge. This counts as a success with extra bonus or advantage.

  • A Critical Failure happens when a player scores 2 Trouble Die over the action’s Risk. This counts as a failure with a more severe consequence.

Example #

Finn attempts to pick the lock of a chest to steal valuable items. The GM decides that the action requires dexterity and reasoning, with a Challenge of 2 (it’s an average lock) and a Risk of 3 (guards are patrolling the area, it’s a risky move).

  • The player rolls two d6s and two d4s (based on Finn’s dexterity of 2 and reasoning of 1).

  • They get results of 4, 2, 3 and 2. 4 counts as one Success Die, both 2s count as two Trouble Die and 3 is ignored.

  • Finn has one Success Die (not enough to succeed) and two Trouble Die (not enough to alert the guards), thus the player can choose to end on a limited failure. But instead they decide to push their luck with a Daring Roll.

  • After raising their anxiety by 1 (Finn is scared of being caught), they roll another two die (one d6 and one d4) and get results of 5 and 1 (one more Success Die and one more Trouble Die).

  • Since the total number of Success Die (2) matched the Challenge and the total number of Trouble Die (3) also matched the Risk, the action ends in a limited success. The GM tells the player that Finn succeeded at picking the lock, but a guard heard them and is now walking towards their location.

Advantage & Disadvantage #

Sometimes, rules may specify that a character must perform an Action Roll using Advantage or Disadvantage. If a character rolls with Advantage, results of 3 now count as Success Die. If a character rolls with Disadvantage, results of 3 now count as Trouble Die.

Drive Actions #

For example, characters roll with Advantage if they perform an Action Roll aligned with at least one of their Drives:

  • Authority : when addressing an obstacle through confrontation or intimidation.

  • Revenge : when attempting vindication or retaliation against a perpetrator.

  • Wealth : when tackling a challenge where money or valuables are at stake.

  • Hedonism : when engaging in a gratifying experience or trying to fulfil a desire.

  • Distinction : when trying to stand out while addressing an obstacle.

  • Influence : when trying to solve a problem with persuasive communication or manipulation.

  • Solution : when addressing an obstacle with rationale, technical skill or strategic thinking.

  • Production : when creating things, like building a contraption or designing a piece of art.

  • Curiosity : when venturing into the unknown or trying to gain insight into a specific subject.

  • Care : when providing assistance or support for those in need.

  • Peace : when mediating disputes or trying to resolve conflicts through reconciliation.

  • Duty : when carrying out responsibilities to their family, gods or companions.

On the other hand, characters roll with Disadvantage if their action goes against at least one of their Drives (or current Quest).


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