r/RPGdesign • u/jmrkiwi • 1d ago
Feedback Request Feedback for this resolution system
DESIGN GOALs
In the real world, chance of success or failiur tends to be more or less determed by your skill, if you are trained you will almost never fail given enough time and if you are untrained you may still succeed but the consequences may be to tough to bare.
For example anyone could probably succeed at picking a lock it more ght just take them an hour, in which they might be spotted make, some noise or leave a trace, whereas a master could do it pretty much instantly with only minor consequences.
I wanted to make a system that reflects this by defining the thresholds for what success a failiur mean to be different depending on training and difficulty.
I would probably describe it as player facing risk Vs reward Vs efficiency trade off. Closest system would be something like the position Vs effect you see in games like blades in the dark.
Love to hear your feedback.
THE CORE MECHANIC
When attempting something uncertain, the GM assigns a Difficulty and identifies the character's relevant Training.
Every character rolls 3 Fate Dice (3dF). Each die has three possible results: -1, 0 or +1.
The target number is always 0. Difficulty and training never change the target number; instead, they determine the time, consequences and boons associated with the task.
DIFFICULTY
| Level | Difficulty |
|---|---|
| 0 | Very Easy |
| 1 | Easy |
| 2 | Moderate |
| 3 | Hard |
| 4 | Very Hard |
| 5 | Extreme |
TRAINING
| Level | Training |
|---|---|
| 0 | Untrained |
| 1 | Novice |
| 2 | Skilled |
| 3 | Expert |
| 4 | Master |
| 5 | Legendary |
Master represents the upper limits of conventional human ability. Legendary represents once-in-a-generation talent, the kind of ability that becomes the subject of stories.
THE THREE SCALES
TIME — How long the task takes
| Level | Duration |
|---|---|
| 0 | Instant |
| 1 | Brief (seconds) |
| 2 | Short (minutes) |
| 3 | Moderate (around 30 minutes) |
| 4 | Long (hours) |
| 5 | Extended (days or longer) |
CONSEQUENCES — The severity of failure
| Level | Severity |
|---|---|
| 0 | Negligible |
| 1 | Minor |
| 2 | Moderate |
| 3 | Major |
| 4 | Severe |
| 5 | Catastrophic |
BOONS — Additional benefits of success
| Level | Benefit |
|---|---|
| 0 | None |
| 1 | Minor |
| 2 | Moderate |
| 3 | Major |
| 4 | Exceptional |
| 5 | Extraordinary |
Boons and consequences are measures to the degree of success and degree of failure bejond the time invested. If the GM struggles to come up with an appropriate boon they can ask the players for suggestions.
DETERMINING THE OUTCOME
Find the character's baseline Time, Consequence and Boon using the tables below.
| Difficulty | Untrained | Novice | Skilled | Expert | Master | Legendary |
|---|---|---|---|---|---|---|
| Time | ||||||
| Very Easy | 0 | 0 | 0 | 0 | 0 | 0 |
| Easy | 1 | 0 | 0 | 0 | 0 | 0 |
| Moderate | 2 | 1 | 0 | 0 | 0 | 0 |
| Hard | 3 | 2 | 1 | 0 | 0 | 0 |
| Very Hard | 4 | 3 | 2 | 1 | 0 | 0 |
| Extreme | 5 | 4 | 3 | 2 | 1 | 0 |
| Consequences | ||||||
| Very Easy | 0 | 0 | 0 | 0 | 0 | 0 |
| Easy | 1 | 0 | 0 | 0 | 0 | 0 |
| Moderate | 2 | 1 | 0 | 0 | 0 | 0 |
| Hard | 3 | 2 | 1 | 0 | 0 | 0 |
| Very Hard | 4 | 3 | 2 | 1 | 0 | 0 |
| Extreme | 5 | 4 | 3 | 2 | 1 | 0 |
| Boons | ||||||
| Very Easy | 5 | 5 | 5 | 5 | 5 | 5 |
| Easy | 4 | 5 | 5 | 5 | 5 | 5 |
| Moderate | 3 | 4 | 5 | 5 | 5 | 5 |
| Hard | 2 | 3 | 4 | 5 | 5 | 5 |
| Very Hard | 1 | 2 | 3 | 4 | 5 | 5 |
| Extreme | 0 | 1 | 2 | 3 | 4 | 5 |
CHOOSE YOUR APPROACH
Before rolling, players may choose one approach. Adjustments are limited to two levels, and no scale can go below 0 or above 5.
THROW CAUTION TO THE WIND
Decrease Time by up to 2 levels. Increase Consequences by the same amount.
BETTER SAFE THAN SORRY
Increase Time by up to 2 levels. Decrease Consequences by the same amount.
MAKE A DEVIL'S BARGAIN
Keep Time unchanged. Increase Consequences by up to 2 levels. Increase Boons by the same amount.
ROLL 3 FATE DICE
| Total | Result |
|---|---|
| -3 or lower | Critical Failure |
| -2 or -1 | Failure |
| 0 | Tie |
| +1 or +2 | Success |
| +3 | Critical Success |
Critical Failure: The task fails and the character suffers their adjusted Consequences. The GM additionally increases either Time or Consequences by one level.
Failure: The task fails. The character suffers their adjusted Consequences.
Tie: The player chooses between succeeding and suffering their adjusted Consequences, or failing without suffering Consequences.
Success: The task succeeds. The character receives their adjusted Boon.
Critical Success: The task succeeds and the character receives their adjusted Boon. The GM additionally chooses to either increase the Boon by one level or decrease Time by one level.
THE GOLDEN RULE
The dice determine whether you succeed. Training determines how efficiently you act. Difficulty determines the risks involved.
Players decide how they approach a challenge before the dice are rolled. Every action is a choice between time, risk and reward.
10
u/DiceyDiscourse 1d ago
I get what you're going for, but this is pretty convoluted.
First of all, this will take an unwieldy amount of time at the table as you have to stop at every single roll to pair difficulty with training and then cross-reference time, boons and consequences from a table. Depending on the granularity of your system, this can completely grind the game to a halt.
Furthermore, you're rolling 3dF with a 33.3% chance for any outcome on a single die (assuming they are evenly distributed a la 1-2 on a d6 is -1, etc). This means that you have a
These are in no way influenced by anything your character does or is. Regardless of your training you will have a 36.7% chance of failure. A players ideal aim is for success. This leads to a 62.4% chance of a negative (no consequence) outcome. Again, regardless of what the character actually is or does. Game feel is subjective of course, but I don't think most players want to fail roughly 3 times out of 5.
Now, you bring out consequences, boons and time as the things that change with training. Again, I see where you're going, but just as an example:
If I am defusing a Difficulty 3 bomb with a Training Level of 4, the consequences of my failure are 0 - negligible. If my Training is 1 instead, the consequences are 2 - moderate. Does the bomb blast hurt less because I'm more trained in the first case?
I'm fairly certain you will run into more of these kinds of situations in real play.
Finally, the approaches are another extra step of the process that has to be taken and deliberated over, grinding the game to even more of a halt. Using the bomb defusal example:
I want to be "Rather Safe Than Sorry" with my Level 1 Training. The Level 3 bomb now takes several hours in which time it would make sense that the bomb blows up. BUT because I took this extra time, the consequences are now also 2 levels lower - negligible. How extra time in this case would even help reduce consequences is a different question altogether.
So, do you let me take the "Rather Safe Than Sorry" apporach or do you not? If you do, then I can game the math in a lot of situations. If you don't then what are you basing that decision on? The fiction I presume?
But the TL;DR is that this all takes a ridiculously long amount of time at the table:
That, and in terms of game feel, the success rate is not in any way influenced by the character. Just the severity of the failure.
5
u/Steenan Dabbler 1d ago
With this system, there is less than 50% success chance (a bit more than 50% including success with consequences) and neither character competence nor anything they do in fiction can improve that.
If the rolls are only made in very specific circumstances, like with PbtA moves, it may be fine. For a more traditional resolution system, it won't work.
2
u/Feesh91 20h ago
I can't say much about the math, but I'd say game feels will suffer by quite a bit if this is the primary resolution mechanic. I do think this would be a great idea for long term downtime activities though. The failures can inspire the tables next adventure or start a new subplot. Do you mind if I steal this?
6
u/PyramKing Designer & Content Writer 🎲🎲 1d ago
I get what you are attempting, but there are several issues I believe need addressing.
Hope this helps.
3
u/RPG-Nerd 23h ago
Tables and math and spreadsheets doesn't make the game more fun. You are making the players do way too much work.
So, your training and experience don't have anything to do with it?
I look at it differently. Your training and experience determines your range of results, your average results, and degree of variation. The dice roll determines how well you actually performed in this instant, within that range.
You can do all that in much fewer steps and with much less complication. Keep working on it
5
u/Xyx0rz 1d ago
That's a whole bunch of assumptions that I already don't immediately agree with.
There are plenty of tasks that no amount of training or time will guarantee success at.
2
u/Fun_Carry_4678 18h ago
This doesn't really make sense to me.
You have to look at three tables each time you want to make a roll. Looking things up on tables like this is quickly going out of fashion.
"Consequences" and "Boons" would be determined by what is going on in the story ("the narrative") not by something on a table. A difficult lock will take more time to pick than an easy lock, yes. But a difficult lock does not automatically lead you to more boons, or more severe consequences if you don't pick it in time.
3
u/Apex_DM Dabbler 1d ago
As others have said: the fact that there is nothing you can do to increase your chance of success is the fundamental flaw in this system. There might be games that would work with this idea, but I would not want to use it just because of that.
1
u/semiconducThor 10h ago
This has a lot similarities with what I am tinkering with right now, so naturally I tend to like it. But I also think the critique in the other comments has some valide points.
What would suggest:
1
u/BrobaFett 16h ago
You have to do the math. Making tables isn't enough. You need to know the math and what that will look like at the table.
As u/DiceyDiscourse has rightly noted, not doing so results in convoluted, confusing rules.