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b. Fortune lets a player set one of the dice in their In a similar way, the players can suggest different
pool to a 1 before rolling the rest, or allows them to attribute and skill combinations of their own if their
reroll their entire dice pool. actions fit. Perhaps they think a different attribute
might be more fitting, or they want to use Momentum
“
in a specific way not covered by the rules. You should
Give the players agency, allow them consider these and negotiate with the players about
characters a chance to shine. possible, but it’s riskier, so the complication range goes
Entertain, delight and imperil! up, or it alters the consequences of failure in some way.
“
as players do (if not more).
If a rule doesn’t fit, or feel appropriate,
ignore it, and make up your own.
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SETTING THE DIFFICULTY
Chapter 5 The Gamemaster
Most common skill tests should have a basic difficulty 1 Overcoming a simple lock
of 1. If a test needs to be particularly challenging, or is
2 Driving across challenging terrain
likely to require assistance to complete, a difficulty of 3
is a good starting point. An extremely difficult test should Disguising yourself well enough to
3
be difficulty 5. From those base points, adjust the diffi- pass muster under intense scrutiny.
culty based on environmental factors. Difficulties above
Deciphering an unknown
5 are possible, but they should be extremely rare and can 4
alien language
only be overcome by the most capable, experienced, or
gifted characters. Retaining your sanity as your stare into
5
the face of an elder god!
You can also gauge the difficulty of a skill test by calcu-
“
lating the chance of getting multiple successes on a roll.
Scoring one success is relatively easy, and two successes
is challenging but far from impossible, while three or four Players will sometimes ignore
successes are much harder to score with only two dice. your carefully plotted path
Five successes cannot be scored without buying additional and strike out on their own.
dice. Difficulties 1, 3, and 5 in the difficulty table can be No problem, go with the flow
thought of as the crucial points where the odds change and improvise!
most dramatically.
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PACING DIFFICULTY
129
Chapter 5 The Gamemaster
130