Challenge Resolution
The 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.
Each CHALLENGE and SAVE in the game is resolved in exactly the same way:
- The REFEREE selects a TARGET NUMBER for the CHALLENGE ROLL which represents the difficulty of the CHALLENGE.
- The PLAYER rolls three dice:
| ROLL TYPE | FIRST DIE | SECOND DIE | THIRD DIE |
|---|---|---|---|
| CHALLENGE | SPECIES TALENT | ABILITY TRAINING | TOOL QUALITY -or- ABILITY TRAINING - 1 |
| SAVE | SPECIES ASPECT SAVE (ALL) | - | - |
-
For CHALLENGES, dice are determined by a CHARACTER’s TALENT, their TRAINING, and the TOOL they’re using.
- If no TOOL is in use, they will instead roll a die one tier lower than their current TRAINING level.
-
For SAVES, dice are determined by the CHARACTER’s SPECIES.
-
Each die which lands with an equal or higher value than the TARGET NUMBER counts as EFFORT.
-
The amount of EFFORT determines the CHALLENGE RESULT.
| DIFFICULTY | TN | MASTERY | WORKMANSHIP | MOD | VALUE |
|---|---|---|---|---|---|
| EASY | 2 | NOVICE | CRUDE | -1 | x0.33 |
| MODERATE | 4 | APPRENTICE | COMMON | 0 | x1 |
| TRICKY | 6 | JOURNEYMAN | FINE | +1 | x3 |
| CHALLENGING | 8 | ARTISAN | SUPERIOR | +2 | x10 |
| FOOLHARDY | 10 | MASTER | EXQUISITE | +3 | x100 |
| ABSURD | 12 | GRANDMASTER | LEGENDARY | +4 | priceless |
| PRETERNATURAL | 14+ | PARAGON | SINGULAR | +5 | unique |
- TN: Rolled dice must match or beat this value to be counted as EFFORT.
- MASTERY: Skill of an NPC, or skill required to create workmanship at this level under normal circumstances.
- WORKMANSHIP: Difficulty, expressed as the workmanship of a refined or final product.
- MOD: Modifier that this item would grant to a player wielding, occupying, or otherwise using it.
- VALUE: What value multiplier applies to the item when considering its worth at a merchant
After rolling the dice, the PLAYER tallies the amount of EFFORT they generated in their roll.
| 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.[1] |
| 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.[2] |
- SACRIFICE: PLAYER decides whether to fail or succeed at a cost, but REFEREE decides what the cost will be. PLAYER, however, will always have some kind of positive outcome, even if only just new knowledge that may help in their current scenario.
- TRIUMPH: Most Triumphs involve extra or longer effect, or improved opportunities in the current SCENE, but the REFEREE ultimately decides the effect.
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.
Common examples are noted below in case there’s nothing special about the way the Character is interacting with your Scene, but these are only suggestions. Feel free to replace standard results with whatever is more appropriate (guards approaching from sounds, falling prone from a heavy attack and so on).
| TYPE | SACRIFICE | TRIUMPH |
|---|---|---|
| DAMAGE OUTPUT | Attack does half damage | Attack does double damage |
| DEFENSE ATTEMPT | Attacker does double damage | Attacker does no damage |
| POWER/QUALITY LEVEL | Output is one level lower | Output is one level higher |
Using the BOOST mechanic, a Player can spend from 1-2 of their Character’s ASPECT points to increase the TIER of all of the dice they’re rolling for any CHALLENGE or SAVE Roll. In other words, 1d4 would become 1d6, and 1d8 would become 1d10.
- For Challenge Rolls, the CHARACTER must have acquired at least a NOVICE level of Training.
- No one die tier can be increased beyond d12 in this way.
- Dice in a CHALLENGE ROLL cannot be boosted more than 2 TIERS.
- Dice in a SAVE ROLL can be boosted up to 4 TIERS.
Players choosing to BOOST their roll should describe how the ASPECT they’re choosing to spend will help their Character in their effort.
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 Brett will roll for Peet’s attempt 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…