Using the dice
To reiterate, the point of being fast-and-loose is to minimize the math. Hit Points aren’t real. They’re based on vibes. Spell slots aren’t real. They’re based on imagination. Experience points? Fuhgeddaboudit.
Dice basics and idiosyncrasies
Dice are used sparingly. All battle actions, checks, and saving throws are determined by D20. Healing and de/buffs are determined by D12. All others (including other polyhedral dice, mood dice, story dice, or whatever other goodies you found at the game store) are all ad hoc to the player. Some example uses of idiosyncratic dice use are: D4 as a consumable item tracker and D100 or mood dice to check an audience opinion poll.
Out of Combat
Outside of combat, the DM may request you perform a skill check or a perception check. Roll a single D20 and use the following rules of thumb to gauge how successfully you perform at the task. When combat is completed, characters may heal without aid being determined by dice. DMs should scale at their discretion.
During Combat
D20 | For most actions |
---|---|
1-5 | Failure with retaliation |
6-10 | Failure, no retaliation |
11-15 | Moderate success |
16-20 | Major success |
D12 | Healing, Buffs & Debufs | 1-4 | Small effect |
---|---|
5-8 | Moderate effect |
9-12 | Large effect |
- When combat begins, everyone involved must roll for initiative. This initiative is to determine turn order during this particular battle sequence, only. Initiative does not carry over between battles, nor is it a preset stat.
- Talking is a free action. Movement within reason is also a free action.
- Skill/perception checks, and most melee attacks require one turn. Certain spells may require one turn for set up and a second for execution. Refer to the “Move Set” section of your character sheet for more details.
- A character only has one major action per turn. The player must first declare their intended action, then roll 1D20 to determine its success.
- Hit points do not exist. The DM should use discretion when scaling the success of an action based on the outcome of the dice.
- Area of effect attacks, such as a machine gun or a self-destruct sequence, may require relevant characters to roll a saving throw to avoid splash damage, serious injury, or even KO. If the character’s saving throw is equal to or greater than the damage roll, they are safe. If the character’s saving throw is less than the damage roll, they will take damage. The lower the roll, the greater the damage. The DM should use discretion when determining if a character will suffer any injuries, loss of turn, or KO.
- If a character decides to assist another character, for example, one player steadies a canon while the other aims and fires, the character whose turn has not yet come up in the round will be skipped. They will have their next turn in the subsequent round.
- Injured characters may be asked to roll with disadvantage for the rest of the battle unless they are healed. To roll with disadvantage, roll 2D20 and use the lesser number to determine the action’s success.
- Buffed characters may roll their subsequent action with advantage. To roll with advantage, roll 2D20 and use the greater number to determine the action’s success.
- If a buffed character is specifically increasing their speed, they may perform two actions on their turn rather than using two turns.
- The severity of a heal is determined by rolling a D12 instead of a D20 and scaling success as per the rules of thumb chart above. Buff/debuff spells and items should be gauged similarly.