When you attempt something risky in game: roll two 6 sided dice
-or any dice type that your group likes most
Roll high- Your version of the narrative occurs
Roll average- No substantial change, or you both negotiate the effects
Roll low- The GM’s version of the narrative occurs
Impact is determined by both the GM and the player in agreement of the characters abilities and the narrative world being shared.
Write out together a free form character description with ideas of skills, abilities, and a simple list of gear. Each of these should have impact on the narrative. (an index card works well for this).
*KEY* The better the GM understands and agrees on your characters abilities, the better the shared narrative and the better the system will work.
How amazingly epic or how commonly and limited your characters are in narrative doesn't matter as long as each of the players feel equal.
In general, a character can survive 2 smaller successful rolls from an opponent, 1 larger successful roll, and cannot survive a hugely successful roll before becoming incapacitated. Each of these failures should be recorded by the character as they should affect the impact of the further narrative, until resolved.
This all can change with the number of opponents, How difficult the opponent, how experienced or skilled the character, and items and injuries going into the situation.
Below are examples of these ideas in mock play.
In these examples we will use 2 differing characters.
Rook: the roguish elven archer, and
Heln: the heavily armored dwarven warrior.
Example of a smaller successful/unsuccessful roll. (say one side rolls 8 and the other rolls 6)
In both cases the characters are in the woods at night, up ahead is a campfire and around it 3 goblins eating a meal with spears within arm's reach. The goal for each of the characters is to sneak past the goblins unnoticed.
If Rook was successful (being a dark clad elven rogue with skills in this area). Then not only would they be able to sneak past, but would be able to hear the goblins conversation for a bit,
get a good look at their equipment and what they are eating, and be in a position to fire a shot from their bow from hiding.
If Rook were unsuccessful (being a dark clad elven rogue with skills in this area). They would sneak past but the goblins would perk up their heads at the sound of something in the nearby woods, and be on alert for the rest of the night.
If Heln was successful (being a heavily armored slow dwarf). They would make it past but they had to army crawl inches at a time, costing them a lot of the night.
If Heln was unsuccessful (being a heavily armored slow dwarf). They would end up tripping, with armor clattering as they fell. They are prone and the goblins know exactly where the intruder is.
Example of similar rolls, where there is no substantial change or it is negotiated. (say each roll 7s)
Here the goblins from the last example are attacking the character after being spotted, there are 3 of them wearing crude loin cloths and wielding spears from a few yards away.
If either Rook or Heln roll similarly to the GM the easy (but boring) resolution is each side attacks and misses, moving on to the next roll.
But say Rook is willing to take a hit from the goblin in negotiation. As Rook fires 2 shots from their bow as the goblins move in, the closest 2 drop with arrows in the neck, as the third runs its spear into Rook’s leg. (they take note of that on the character sheet)
Say Heln is willing to let his armor become damaged in negotiation. As Heln barrels into the fray after standing with shield raised, the goblins spears shatter off the assault breaking both shield and spears. Heln now faces down his opponents with axe verses their claws and teeth. (Heln removes their shield from their character sheet)
Example of how items or injuries should effect the impact.
Here is the second round of combat from the previously negotiated outcomes.
Now that Rook is Injured it would take a larger success to win their fight against the last goblin where normally a smaller success would do.
And similarly now the goblins will need to roll a larger success seeing as now they have nothing but claws and teeth verses Heln's heavy dwarven armor.
Example of hugely successful/unsuccessful roll. (say one side rolls 10 while the other rolls 4)
Here is the last round of combat.
Rook being injured is at a disadvantage, but If Rook rolls hugely successful then they could call the shot and blind the last goblin in the eye, then take them prisoner to questioning.
Say then Heln rolls hugely unsuccessful, despite being unarmed the goblins dogpile on, ripping into Heln, tearing off armor and disarming his axe, It looks like the end is near.
Wanted for murder and addicted to gambeling (because I’m good at it)
Double shot arrow trick
Bow with quiver of arrows
Light leather armor with dark hooked cloak
Vial of snake poison
Travelers pack (food, water, bedroll)
Short legs and even shorter temper
Deadly with an axe
It takes a lot to finish me off
Hypnotic dwarven singing
Heavy dwarven plate mail armor
Brass Shield with depiction of my dwarven deity
3 hand axes
Travelers pack (food, water, bedroll)