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A streamlined tabletop roleplaying system, providing a robust mechanics for action resolution with lots of flexibility for narrative driven interactions. The game is run by the Game Master (GM) which will be referred to as The Fool or the Prophet.

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DRAFT - DO NOT CIRCULATE OR CITE WITHOUT PERMISSIOn.

Resolution Roll - Sheet

Fool’s guide

Epic fantasty World

Resolution Rolls - 2d12 Fortune and Doom dice

When you attempt something risky or uncertain, you’ll be rolling a Resolution role using two 12 sided dice (aka 2d12) known as the Fortune and Doom dice.

Resolution Roll - Summary

  1. Player describes the action and defines Success.
  2. Fool determine Fear.
  3. Player suggests and Fool determines the relevant Attribute, its modifier and possible Condition.
  4. Fool declares Difficulty Modifier, decides but does not reveal Hinder Modifier.
  5. Players offer to help, Fool determines Help Modifier.
  6. Fool reveals Hinder Modifier.
  7. Add all modifiers to get the Resolution Modifier.
  8. Player decides whether to Push themselves (suffer 1 Harm to gain Advantage), or gain Advantage from a game effect.
  9. Player decides whether to roll with Hope.
  10. Roll the dice!
    1. If relevant, apply Advantage: reroll the lower die.
    2. If relevant, apply Condition: Doom>Fortune, reroll Doom.
    3. If relevant, apply Fear: Doom>Fortune, reroll Fortune; otherwise, halve Doom (round up).
    4. If relevant, apply Hope: if Fortune>Doom, +4 to Resolution modifier; otherwise, -4 to Resolution modifier.
    5. Apply the Resolution modifier to the sum of the dice.
  11. Lookup the outcome in the Resolution Results table (table 1) to determine Success or Failure. The Fool fills in the details regarding the additional effects of the action (complications, costs, additional benefits etc.).

Table 1 - Resolution Roll Results

2 Catastrophic Failure.
3-6 Failure. The action backfires.
7-9 Failure. There is a cost to try again.
10-12 Failure, though with progress towards success.
13 Success, ****but… either (Fool’s choice):
• barely made it - success is minimal.
• There is a serious cost.
14-16 Success, with complications. It’s not quite what you wanted but it works (perhaps not in the way you wanted).
17-19 Success, with unintended consequences that generate a new problem (e.g. ‘over’ succeeding in an undesirable way)
20-23 Success, with some positive side effects.
24 (or above) Success beyond your wildest dreams, with additional benefits galore.

Table 2 - Difficulty Modifiers

Difficulty Level Modifier
Almost Trivial +10
Very Easy +5
Easy +3
Hard -3
Very Hard -5
Nearly impossible -10

Detailed Resolution roll procedure

  1. The player describes their course of action include their desired outcome, which defines Success in the roll (Failure means not achieving Success).
  2. The Fool determines wether the player is rolling with Fear: either because they have a status that causes them fear, or because the situation calls for it.
  3. Player suggests the relevant attribute that they believe is tested in the action they are performing. The choice of attribute is ultimately up to the Prophet, but the player is given the chance to propose an attribute and justify their choice if the Fool is not convinced. The chosen attribute’s modifier will be added to the roll.
    1. The chosen attribute also determines whether the player will be rolling with against a Condition (if Doom is higher, reroll it), which happens when the player has taken a harm that requires getting a condition and assigned a condition that’s related to the relevant attributes.
  4. The Fool then announces a difficulty modifier (if any) to the roll given the narrative circumstances (see modifier table). The Fool also decides, but does not reveal, the actions of NPCs who may wish to hinder the action.
  5. Fellow players may offer their help, explaining what they plan on doing in order to help. The Fool may ask for clarification or justification but ultimately decides if and who can help, evaluating how helpful their efforts by determining the Help modifier which ranges from +1 to +5 (clarification: the entire party’s Help modifier maxes at 5, not each helping’s player’s modifier).
    1. The Fool may decide that a helping player must roll their own Resolution roll to decide whether they can help, in which case they may end up hinder. This is called a sub-roll.
  6. After the players lock in their decisions regarding helping, the Fool reveals the actions of NPCs, each of which may also help or hinder with up to +/-5 (though NPCs are more likely to hinder).
  7. Add together the Attribute Modifier, Difficulty Modifier, Help Modifier and Hinder Modifiers. The sum total is the Resolution Modifier.
  8. Given all these facts, players may choose to Push themselves: suffer 1 Harm to gain an Advantage (reroll the lower die). If advantage can be granted by some other game effect, the player now declares it (note: there is no benefit for multiple Advantages).
  9. Lastly, players may decide to roll with hope (+4 if Fortune>Doom, -4 otherwise). Players should say what gives them hope in this instance and describe what they think would be a glorious success.
  10. TIME TO ROLL - the player rolls the Fortune and Doom Dice (2d12, one darker than the other). Once the dice have rolled the various modifiers are applied in the following manner:
    1. Advantage - if the player rolled with an advantage, reroll the lower of the two dice. In case of a tie, the player chooses which to reroll.
    2. Condition - if the player rolled against a condition, they check to see if Doom is higher than Fortune. If so, they reroll Doom.
    3. Fear - if the player rolled with fear, they check to see if Doom is higher than Fortune. If so, they reroll Fortune; otherwise, they half the result of the doom die.
    4. Hope - if the player rolled with hope, they check to see if Fortune is higher than Doom. If so, they add +4 to their Resolution Modifier. If not, they add -4 to their Resolution Modifier.
    5. Apply Resolution Modifier to the sum of the two dice to get their Final Result.
  11. Compare the Final Result to the Result Table which determines whether the roll was a Success or Failure, as defined in step 1. The Fool now describes the consequences of the action, including providing details about costs, complications, additional benefits and so forth.

Resolution modes

Attributes

Attributes range from -5 to +5, though most characters fall between -3 and +3. Starting characters assign -2, -1, 0, +1, and +2 across these Attributes.

Moves