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13:21, 8th May 2024 (GMT+0)

Crunchy Bits: How to Resolve Contests.

Posted by NarratorFor group 0
Narrator
GM, 1 post
Wed 20 Jan 2021
at 17:05
  • msg #1

Crunchy Bits: How to Resolve Contests

For the most part, this game will be free-form. However, there are times when it's beneficial to roll to settle a matter.

Instances Where a Roll May be Needed or Wanted

1. If the players involved in a scene can't come to an agreement, then the dice will be used.

2. If you would like some of the uncertainty that comes with dice, they can be used for things that don't involve making a decision with another player. Examples: Do you succeed at picking a lock? Do you dodge the rock about to fall on your head? Can you keep your grip as you are dangling from a wire?

However, if you are in a scene with another player and there is a conflict of some kind, I would prefer that it be resolved through narrative. Only use the dice for circumstances or vs. NPCs. And, use the roller sparingly. If you are rolling for every, single thing that you do to try and "level up" in a game that essentially doesn't have levels, I will step in and gently remind you that this is a storytelling game... not an MMO and not a min/max fest.

I'm using Roll for Shoes! You can find the original rules freely available here: https://github.com/brunobord/m...er/roll-for-shoes.md

Copied from the website:

quote:
* Say what you do and roll a number of d6s.
* If the sum of your roll is higher than the opposing roll (either another player or the DM), the thing you wanted to happen, happens.
* The number of the d6s you roll is determined by the level of skill you have.
* At start, you have only one skill: Do anything 1.
* If you roll all sixes on your roll, you can get new skill one level higher than the one you used for the action. The skill must be a subset of what happened to you in the action (Say, Athletics 2 if you were climbing a wall, or Teeth of Biting 2 if you were eating a cake).
* For every roll you fail, you get 1 XP.
* XP can be used to change a die into a 6 for advancement purposes but not for success purposes.


So, at character creation, you have 1 skill: "Do Anything, lvl 1." Everyone starts with a single d6 to roll. Whoever rolls higher, wins. If you roll all 6s, you get a new skill of your choosing of level 2. If you fail, you get 1 XP. Those XP can be spent when rolling to change any die to a 6 for purposes of advancement, but not for winning a roll.

The new skill that you get from rolling all 6s is up to you. There is no list to pick from.  But, the skill that you get from a success must stem from what you were trying to do. Let's say that you used "Do Anything" to try and pick a lock. You succeeded and rolled a 6. This means that you would then get "Lockpicking lvl 2" as a skill.

The number of dice you roll for any given skill is equal to its level. So, Do Anything lvl 1 gives you one d6. In the example above, lockpicking level 2 would give you 2 d6s. And, so on and so forth.
This message was last edited by the GM at 22:17, Thu 28 Jan 2021.
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