I put the full ruleset on Google Docs, but below is a Markdown version of the sections relevant to the dice system. I’ve been working on this for 3 or so months, and my buddies and I have played maybe 5 games with it. We like it a lot! I feel like the core mechanics and the math behind them tell a super intricate story despite being so simple, which I think is super cool. What are your thoughts?

Who am I?

Players need only decide one thing when creating their characters: which dice they use. All characters are represented by exactly two and nothing more.

The first is known as their Action die. Pick the one that best fits your character.

  • Strong, powerful, and tough characters use a six-sided Action die.
  • Charismatic, charming, and attractive characters use an eight-sided Action die.
  • Agile, dexterous, and swift characters use a ten-sided Action die.
  • Intelligent, thoughtful, and quick-witted characters use a twelve-sided Action die.

The second is known as their Approach die. Pick the one that best fits your character.

  • Forceful, reactive, and fiery characters use a six-sided Approach die.
  • Disciplined, courageous, and willful characters use an eight-sided Approach die.
  • Sharp, perceptive, and attentive characters use a ten-sided Approach die.
  • Meticulous, level-headed, and careful characters use a twelve-sided Approach die.

The rest is up to you! Your character can look, act, and carry whatever you want — just be sure to check with the Narrator first.

What happens when I try?

Players will automatically succeed in most of their endeavors, but those that involve some level of difficulty or risk are determined by the rolling of dice. All such actions belong to one of four types: Forcing, Consorting, Finessing, or Engaging.

  1. To Force is to use raw, physical strength. One must roll between four and six to successfully force.
  2. To Consort is to persuade, deceive, or otherwise communicate with others. One must roll between five and eight to successfully consort.
  3. To Finesse is to maneuver one’s body in a precise, swift, and calculated manner. One must roll between six and ten to successfully finesse.
  4. To Engage is to interact with an object using intense focus and care. One must roll between seven and twelve to successfully engage.
(This is a table in the original document)
  • Force: 4, 5, 6
  • Consort: 5, 6, 7, 8
  • Finesse: 6, 7, 8, 9, 10
  • Engage: 7, 8, 9, 10, 11, 12

When attempting an action, the player rolls both of their dice. One successful die typically results in a successful action, two typically an overwhelmingly successful action, and zero typically a failure. However, the relative ease or difficulty of the task at-hand may change this.

…and if someone tries to stop me?

If ever two or more characters are in direct competition with one another, the players may choose to enter a Contest. During which, all parties take an action to win, with the character yielding the highest degree of success coming out victorious. If multiple characters yield the same degree of success, and the Narrator is unsatisfied with a tie or stalemate, they alone may roll again.

What about when lead starts flying?

Players typically act freely and without order, but the Narrator may enforce turn-based actions if the provided structure is desired. The most common such case is combat.

Turn-based encounters are divided into Rounds. During which, all participants take a single action and note the number rolled by their Approach die. This becomes their “initiative” for the round.

As the players roll, the Narrator creates a list of every action and its degree of success, using the initiatives to order them from lowest to highest. Upon completing the list, the Narrator reads through it and describes how the Round unfolds. If an action becomes impossible due to the outcome of a previous one — such as the death of a character — it is simply ignored.

Once the Narrator is finished, a new Round begins, and the cycle repeats.

How bad is it, Doc?

If ever a character is inflicted with a physical injury or mental affliction, they mark an unmarked number on their Wound or Stress tracks, respectively.

Until the character is healed of their infliction, rolling a number marked on either track means their injury flares up or their composure cracks, triggering an immediate narrative complication alongside the action’s outcome. Rolling a number that is marked on both tracks increases the severity of said complication. If either of a character’s tracks is completely filled, their body or mind has reached its limit, and they are permanently removed from the game.

Each track consists of numbered slots matching the values a die can roll. The size of your Stress track is equal to the number of sides on your Approach die. The size of your Wound track is equal to 18 minus that of your Action die.

  • samOPA
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    22 hours ago

    With the base dice system, yes. I’m lazy so I’m just going to copy-paste what I said to the other commentor, lol.

    It’s important to note that doubling up on dice in this system is essentially min-maxing. You’re getting a 75%+ success rate on Forcing in exchange for a 0% success rate on Engaging. That is just with the base system, though. I didn’t include these sections in the post, but other systems of the game (such as Effects) meddle these numbers and can allow a double d6 character to successfully Engage.

    And no, I haven’t played Fabula Ultima. I’ll be sure to check it out tho if it’s similar!

    • iamthetot@piefed.ca
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      21 hours ago

      Fabula Ultima is not quite the same but the two dice of variable sizes gave me vibes of it, thought maybe you were inspired.

      Who ultimately decides whether an action is Force, Consort, Finesse, or Engage? The player, the GM, or hard-coded rules?

      • samOPA
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        20 hours ago

        Either! That’s typically how I’ve played most RPGs when it comes to determining Charisma, Dexterity, etc.

        A player might say “I want to try and Force the door open,” determining it themselves. They might also say “I’m gonna survey the horizon. Do I see anything of note?” and the GM might say “Sure! Roll to Engage.”

        • iamthetot@piefed.ca
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          18 hours ago

          I’d definitely need to play it and see it in action to make a more meaningful opinion, but I think my original first impression of “feels bad” remains. Just my 2¢!