Rolling the Dice
Dice appear when an action is risky, contested, or meaningfully uncertain.
When to roll
Write the action first. If a roll is needed, the Narrator presents the roll control with the relevant challenge.
Ordinary movement, conversation, observation, and actions with an obvious result do not need a roll.
What shapes the result
The visible result can include:
- the die
- relevant character and equipment bonuses
- the challenge
- Fortune from current world conditions
- advantage or disadvantage when the situation supports it
The world matters. Preparation, standing, injuries, relationships, equipment, terrain, and earlier decisions can improve or worsen the position before the die lands.
Seven outcome tiers
Results are graduated rather than simply pass or fail:
- Catastrophic
- Failed
- Narrow Fail
- Narrow
- Solid
- Exceptional
- Legendary
A narrow result may achieve the goal with a cost. A narrow failure may reveal progress, change the position, or create a new route. Failure should move the world.
Natural 1 and natural 20
A natural 1 is catastrophic. A natural 20 is legendary. Exceptional preparation can also produce a legendary result when the final total greatly exceeds the challenge.
Override
Override is earned through play and can rewrite a result when the control is available. It is scarce, capped, and spent explicitly. The server receives the choice as a real action, not as hidden text inside your message.
OOC cannot change a sealed roll.