Dice don’t tell you if you succeed, but how

(c) lonefirewarrior on Deviantart

My friend Jim Parkin wrote a brilliant blog post yesterday. A while ago, he had written an FKR Star Wars game called “Galaxy Far Away”. The original rules used opposed 2d6 rolls to determine success and failure.

This didn’t sit right with him, and he decided to use Fantasy Flight dice (the ones with the fancy symbols) for his game. In regular FFG games, you roll oodles of dice. Jim boiled it down to two d12 with FFG symbols: the Proficiency die and the Challenge die. And he shifted the resolution system: the dice in his game don’t determine success or failure, but how pronounced they are. I find this fascinating, especially because we have made similarly good experiences in qualitative result generation using Everway cards. Dice are faster, and frankly, a lot more fun.

So I sat down and mapped the cryptic FFG dice to a normal d12.

This is the result.

Dice Resolution rules

  • plausible attempts within the narration succeed
  • no dice roll if little is at stake
  • clear advantage for the character: success + roll d12
  • clear disadvantage for the character: failure + roll d12
  • if both, roll both dice

Interpreting dice rolls
1: no change, situation remains as it is
12: substantial change
everything in between means change, the higher, the more (dis)advantageous, but never as huge as a 12. 

You can use the table above for d6, d8 and d10, too: the lowest result means no change, the highest means a radical change, and everything in between means change – the higher the number you rolled, the more pronounced this change is, but never as huge as if you rolled the highest number on your die. Be aware: d6 and d8 make positive and negative upsets potentially more frequent.

If you’re using a d20, use the lowest two numbers for “no change” results, and the highest two numbers for a substantial change.

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