Challenge Resolution
BASIC CHALLENGE RESOLUTION
The basic resolution system for “The Lens” is used to determine the outcome of a task that a character wants to perform, or an effect they want to avoid. These rolls are known, respectively, as CHALLENGE ROLLS and SAVE ROLLS.
CHALLENGE ROLLS
The dice used in a CHALLENGE ROLL are determined by:
- One TALENT die, determined by the CHARACTER’s SPECIES AFFINITY LEVEL with the ABILITY’s CATEGORY
- Two TRAINING dice, determined by the CHARACTER’s TRAINING LEVEL with the ABILITY
SAVE ROLLS
A PLAYER will always roll the same number and type of DICE as their CAMPAIGN TYPE indicates.
RESOLUTION
The PLAYER then compares the result of each individual die rolled to a TARGET NUMBER set by the REFEREE.
- Each individual die roll that meets or exceeds the TARGET NUMBER is counted as EFFORT.
- The amount of EFFORT determines the OUTCOME of the roll.
- The OUTCOME can be a BOTCH, SACRIFICE, SUCCESS, or TRIUMPH, each with its own consequences.
DETAIL
BASIC CHALLENGE RESOLUTION
Characters rolled up using the Basic Creation process can use Basic Resolution to resolve Ability use. Advanced Resolution adds more nuance to the game, though it may take a little longer to resolve, and adds steps where a Player can modify their rolls before evaluating the Challenge’s OUTCOME.
- PLAYER selects the ABILITY their CHARACTER will use to attempt a task.
- PLAYER gets 1 TALENT DIE, set by the CHARACTER’s SPECIES AFFINITY with the ABILITY’s CATEGORY.
- PLAYER gets 2 TRAINING DICE, set by the CHARACTER’s MASTERY with the ABILITY.
- REFEREE sets a TARGET NUMBER to represent the difficulty of the task.
- PLAYER ROLLS their three dice.
- PLAYER COUNTS the dice whose rolled values MATCH or BEAT the TN as EFFORT.
- PLAYER COMPARES total EFFORT from the ROLL to determine OUTCOME from the table:
| EFFORT | OUTCOME | DESCRIPTION |
|---|---|---|
| ZERO | BOTCH | Character fails to do the task and something else bad happens. |
| ONE | SACRIFICE | Player decides whether character simply fails, or succeeds at a cost.* |
| TWO | SUCCESS | Character has completed the task with no negative or positive side effects. |
| THREE | TRIUMPH | Character completes the task and something else good happens.* |
In the case of a SACRIFICE, the PLAYER decides whether they simply fail or they succeed at a cost, but the REFEREE decides what that cost is going to be - AFTER the PLAYER makes their decision.
REFEREE DISCRETION
In the case of both Sacrifices and Triumphs, the Referee will determine what the “Something else good/bad” is within the context of the SCENE you’re running. While common examples are listed below in case there’s nothing special about the way the Character is interacting with your Scene, feel free to replace the standard effects with something more appropriate for the Scene (guards approaching from the sound, falling prone from an awkward attack, etc.).
| TYPE | SACRIFICE | TRIUMPH |
|---|---|---|
| RESOURCE USE | Requires 2x resource usage | Requires 0 resource usage |
| DAMAGE OUTPUT | Attack does half damage | Attack does double damage |
| DEFENSE ATTEMPT | Attacker does double damage | Attacker does half damage |
| POWER/QUALITY LEVEL | Output is one level lower | Output is one level higher |
EXAMPLE
Sneeky Peet comes across a locked door and decides it needs picking, as it lies between him and some delectably available treasure. Looking both ways down the hallway, he pulls out his ornate picks, kneels down and gets to work.
The door is a totally normal-appearing door in a totally average castle, which would indicate a TN of 4 (“normal”) based on its expected WORKMANSHIP. The lock itself is special, though, because it’s intended to prevent others from breaking into the room and stealing its valuable possessions. Therefore, the lock has a WORKMANSHIP value of Uncommon, which results in a TN6 for Peet.
- Peet’s TALENT for the Scoundrel/Lockpick Skilled Ability is 1d10, as Skilled Abilities are a SPECIES STRENGTH for the Kalindival.
- Peet has trained the Scoundrel/Lockpick Skilled Ability to maximum level for his campaign type, which is APPRENTICE level, so his additional dice are 2d6.
- The dice Peet will roll to unlock the lock are 1d10 + 2d6.
Peet wipes his brow. This lock isn’t like the other locks in the castle: there’s a tiny signature engraved at the bottom of the lock plate, and his picks seem clumsy against the sensitive tumblers.
Brett sweats a bit, as these aren’t the best odds, but he rolls away.
- The d10 comes up a 5, and one of the d6 is a 1, but the last d6 almost magically comes to rest on a 6.
- The d6 which resulted in 6 generates 1 EFFORT, which results in a SACRIFICE outcome for Peet.
Grumbling, Brett decides that the Sacrifice will be a success at a cost, and grits his teeth as Andy, his GM, grins and tells him what happens next…
Peet, with a deft twist and a wry grin, pops the lock open, and slides into the room before he can be spotted. What awaits him there is not exactly a treasure, however, and his eyes widen as he hears the door lock behind him…