My roll system is *intuitive*, but only after explaining it 5 or more times. Help with the explanation!
TLDR; I suck at explaining the core mechanic of my game, plz halp.
Some time ago, I posted about my core resolution system (over a year now, wow time flies), and even though has changed a lot in many ways, one thing has remained and that I always struggle how to convey the explanation. You can see that in that post as well, the first comment breaks down the process and qualifies it as difficult to understand at first.
My playtesting players have said the same. After a few tries though, the system clicks for them and then it runs very smooth.
I'll do my best to explain the process here, and what I'm looking for is a way to put it in writing for the book!
Taking Action - Step by Step
The Action Roll
- You roll your Action Die (1d4 to 1d10) and your Aspect Die (1d4 to 1d12).
- Add your results togheter, that's your total Action Points for the action.
- If you have advantage/disadvantage on the roll, you roll an additional Action Die and choose the higher/lower result to add respectively.
- If you roll a 1 on your Aspect Die, your overexert yourself, decrease your Aspect Die by 1 size (min 1d4).
- If you roll max value on your Aspect Die, you can spend 1 preparation point to score a critical success!
Spending Action Points
You have 3 places to spend those points now.
- Success: To succeed at all, you need to spend at least half the Threat Level of whatever you are facing. To succeed without cost, you need to spend enough AP to match the total Threat Level of whatever you are facing. If you spend less than the total but half or more, you succeed with costs: The GM gains Doom Points equal to the difference of the TL and the AP you paid. If you have scored a Critical Success, the Threat Level is matched without cost, leaving you will all your AP to spend on effects or/and restoration.
- Effect: any remaining points after paying the TL you can spend to power any effect of your choosing, by paying the appropriate cost of that effect.
- Restoration: any leftover points not spent on matching TL or effects can be invested in the restoration pool.
Consequences and resolution
Success without cost (AP >= TL):
- The GM narrates the outcome of your action taking into consideration the effects that you paid for, and others (like damage).
- The Conversation continues.
Success with cost (AP < TL):
- The GM adds the generated doom points (TL - AP = Doom) to their pool
- The GM can choose to retaliate against your action, narrating the consequences and the effects you paid for. They can choose to not do this, and hoard Doom points for later use.
- The Conversation continues.
Failure (AP < 1/2 TL):
- The GM gains the whole TL value in doom points.
- They narrate how you fail and the consequences you take for failing, by spending doom points to retaliate if they wish.
- The Conversation continues.
Example 1: Success
- The player playing the Warmonger (a barbarian type class) is figthing a Hobgoblin Warlord (Threat Level 6).
- The Warmonger charges against the Hobgoblin, and that fictional description of the charge allows them to use a Talent called "Berserker's Fury".
- The GM calls for an Action roll of Destroy (action) and Blood (aspect)
- The Warmonger rolls 1d6 (Destroy) + 1d8 (Blood).
- The results are 4 and 5 respectively, for a total of 9 Action Points.
- The Warmonger spends 6 points to match the Threat completely, 2 points to trigger an effect to deal twice the damage, and 1 point goes to their restoration pool.
- The GM narrates the powerful blow that damages the hobgoblin badly, but it still standing. The GM shifts the spotlight, and now its the turn of the Beacon.
Example 2: Critical Success
- The player playing the Boneshaper (a necromancer-type class) is confronting a Spectral Guardian (Threat Level 9).
- The Boneshaper raises their Ethereal Lash, channeling necrotic energy to bind the ghostly entity.
- The GM calls for an Action Roll of Strike (action) and Mystery (aspect).
- The Boneshaper rolls 1d6 (Strike) + 1d8 (Mystery).
- The results are 4 and 8, for a total of 12 Action Points. The 8 is a max roll, meaning the player can spend 1 Preparation Point to trigger a Critical Success!
- Because of the Critical Success, the Threat Level is automatically matched without cost, leaving all 12 AP available for effects and restoration.
- The Boneshaper spends 5 AP to use the Puppet String effect, linking the Spectral Guardian to one of its minions, forcing any harm the minion takes onto the guardian itself. The remaining 7 AP is split between 3 AP for an additional effect to Bind the target (imposes the Bound condition) and 4 AP to the Restoration Pool.
- The GM narrates how the Ethereal Lash wraps around the Spectral Guardian, its form flickering as the Puppet String links it to a disposable skeletal warrior. The ghost struggles but is bound in place, unable to act freely. The GM shifts the spotlight to the next player.
Example 3: Success with Cost
- The player playing the Shroud (a stealthy assassin-type class) is infiltrating a Blighted Stronghold, where a Blightborn Sentinel (Threat Level 8) stands guard.
- The Shroud attempts to vanish into the shadows using Dark Embrace to avoid detection and slip past unseen.
- The GM calls for an Action Roll of Sneak (action) and Night (aspect).
- The Shroud rolls 1d8 (Sneak) + 1d6 (Night), with Advantage on Sneak, meaning they roll two d8s and take the highest result.
- The results are 4 and 6 (choosing 6 due to Advantage) and 1 on the d6, for a total of 7 Action Points. However, the 1 on the Aspect Die means the Night Aspect is reduced from d6 to d4 due to overexertion.
- The Threat Level (8) can't be fully matched, meaning this is a Success with Cost. The Shroud wants to at least spend 2 points in effects, so they spend 5 against the Threat, meaning that the difference of 3 points (8 - 5) is added to the GM’s Doom Pool.
- The Shroud spends 2 AP to trigger the Meld effect, making them invisible.
- The GM chooses to spend 1 Doom to increase the tension.
- The GM narrates how the Shroud fades into the darkness, but a flicker of movement catches the Sentinel’s eye, making it more suspicious and making them move towards the place the Shroud is in hiding to investigate. They succeed in becoming invisible, but the enemy remains wary, increasing potential consequences in future actions. The GM chooses to keep the spotlight in the Shroud, to see how this plays out.
Example 4: Failure
- The player playing the Beacon (a righteous warrior class) is standing against a Siege Demon (Threat Level 10), attempting to shield an ally from an overwhelming attack.
- The Beacon raises their shield, invoking Radiant Aegis to defend their ally with divine light.
- The GM calls for an Action Roll of Fend (action) and Dawn (aspect).
- The Beacon rolls 1d6 (Fend) + 1d8 (Dawn).
- The results are 2 and 2, for a total of 4 Action Points—far below the required Threat Level of 10.
- Because the AP is less than half the TL, this is a Failure. The GM gains the full TL in Doom Points (10 Doom Points).
- The GM narrates how the Beacon’s shield flares with holy light, but the Siege Demon’s monstrous attack overwhelms them, sending them crashing into a ruined pillar. The Radiant Aegis fails, and the ally is left vulnerable as the GM spends some Doom Points to escalate the threat, possibly injuring the ally or causing battlefield chaos. The GM shifts the spotlight.
As you can see, the examples are quite brief, but the explanation takes foreveeer to go through multiple times with many examples.
How would you write this? I feel like I'm going insane.
Thanks folks!