Tag Archives: game mechanisms

Rewarding Play Styles with Different Dice Games

I keep thinking about D6 Legend, how it traded dice totals for counting successes. I find myself wondering if it would be practical and interesting to use both systems within the same game. I want to do this for several reasons: I want more ways to use the dice, I want to differentiate action applications within the dice game, and I want to vary the game experience to reward different types of players. I want every type of role-player to have a dice game that rewards them.

The prompt for considering this is a game I ran in which one of the players commented that the con and persuasion checks were “like punching people with words”. Both fighting and arguing worked exactly the same way. The player did not feel his efforts to play a social game were being rewarded by the dice when his con check was essentially a one-hit KO.

To illustrate by thoughts in application: melee and ranged combat would use the dice total system to resolve hits and damage. This allows players to total up big numbers.

In contrast: picking a lock or hacking a computer system would count successes. This allows players to succeed with a very slim margin of error.

The result is 1) for a narrative situation that is overcome by force, the players must generate dice totals of 5, 10, or 15 points above the difficulty – which is already set at 10, 15, or 20. The margins of differentiation have a broad (5-point) tolerance. Psychologically, any number above 5 (larger than one hand) is “significant” number, anything over 10 (larger than two hands) is a “big” number, and anything over 20 is “very big”. Success has psychological weight by virtue of large numbers both in the success margin and the total value of the dice. Large numbers emphasize force and imply power.

And 2) for a narrative situation that is overcome by skill, the players must generate 3, 4, or 5 successes out of a dice pool that will on average contain 6-9 dice. The margins of differentiation are very small (1-point) and any single die could be the difference between success and failure. Psychologically, this feeds the gambler’s fallacy – that a near success in a discrete event places you closer to success in successive events. Success has psychological weight due to leveraging the perception bias of the single-point margins. Small margins emphasize fragility and imply skill.

I also want to introduce a third mechanism that will further differentiate social encounters with a system emphasizes variability and implies cleverness. I don’t have that one all the way worked out yet.

Action Point Economy

Each player begins the game session with a single action point. Action points are spent during the game to reroll the dice, add dice to a roll, influence the narrative of the game, or temporarily alter the rules of the game. Additional action points are earned during the game for accepting complications based on the hooks in a character’s description or at the Game Master’s discretion for exceptional role-playing that entertains the table in a memorable way.

Whenever an action point is spent, the player describes an event or action that allows them to benefit from the action point. The action point then either provides a specific dice benefit, narrative effect, or change in the rules.

Action points may be spent to reroll the dice for any ability check. If the player is not satisfied with their first ability check, they may roll again and choose which dice total to accept.

Action points may be spent to add dice to a roll at a 1:2 exchange. One action point adds 2D to a single ability check. The point may be spent after the initial roll has been made.

Action points may be spent to influence the narrative of the game in a way that does not necessarily provide a dice benefit. Spending an action point allows the player to add a new element to the scenario, alter an existing element in the scenario, or to describe an event that occurs in the scenario.

Action points may be spent to alter the rules of the game. This allows characters to temporarily gain 1D in skills in which they are not trained or to substitute one skill for another skill in an ability check.

For example:

  • The Gray Maus attempts to cast a spell on his hated enemy but fails his skill roll and the GM informs him that his magic is not strong enough. The Gray Maus delves into his slain master’s spellbook for a more powerful ritual and the player offers the GM an action point to try casting the spell again.
  • Dr. Hu tackles a complicated sonic engineering problem with only his screwdriver. “If only I had a hydrospanner, that would be something!” he declares. The player offers the GM an action point; the GM accepts and declares there is a hydrospanner in the toolbox that will add 2D to the ability check.
  • Rick O’Shea is getting pummeled by The Viper but can’t seem to get away. After a hard hit, the player says it would be nice if the floor gave way and Rick fell down to the first floor out of the Viper’s range. He offers the GM an action point.
  • Sure-Luck Homes is tailing a suspect through the streets of Lundyn. He asks if the fog rolling in from the River Tims is thick enough to provide concealment, and offers the GM an action point.
  • Cloon-E finds himself the last cyberclone standing after a firefight. Bending over his injured pod mate, Cloon wants to help out but does not have the cybernetics skill. The player states that Cloon-E just binged a popular medical drama and some of it ought to apply. The GM agrees and awards Cloon a temporary 1D skill in the trained skill cybernetics.
  • Roz insists that all of the paperwork be filled out correctly. Sullivan doesn’t have the communications skill he needs, but says that he knows how to talk to people. The player offers the GM an action point to let Sullivan use his contacts skills instead.

Action points may be awarded by the Game Master if a character accepts a negative narrative effect based on a character’s narrative background hooks. The complication may be offered by the GM or prompted by the player. The narrative effect should make the character’s situation more complicated by requiring them to make a decision that incurs a narrative cost, by making their actions more difficult, or both. The complication should not be easily overcome by a single skill check. The action point is awarded at the end of the scene.

Action points may be awarded at any point in time by the GM for exceptionally entertaining role-playing or for memorable gaming that involves the entire table.

Rolling the Dice

Whenever FreeD6 calls for an ability check, it’s calling for a dice roll. Sometimes FreeD6 calls for a skill check when referring to a specific skill or specialization. All skill checks are also ability checks; all skills are also abilities. Any time the dice are rolled, it is referred to as an ability check, no matter the circumstance.

Ability Checks

To make an ability check:

  • figure the dice value by adding the die codes of the ability, skill, and specialization used in the check;
  • modify the dice value according to any effects;
  • roll the dice, add them together, and add the pips;
  • modify the rolled value according to any effects.

This is the total value of the ability check.

Abilities are ranked by a die code. A full rank in an ability is 1D. A partial rank in an ability is +1 pip. When an ability would be increased to three pips (+3), it instead increases in rank by 1D; an ability must have two partial ranks (pips) before it increases to the next full rank.

When adding die codes to get a dice value, add the full ranks together (eg. 1D + 2D = 3D) and add the pips (eg. “+1” + “+2” = “+3”) and then convert pips to ranks by trading +3 pips for 1D. For example: 1D+1 added to 2D+2 yields 3D+3 which converts to 4D; 2D+2 added to 3D+2 yields 5D+4 which converts to 6D+1.

Fixed Values

All abilities have a fixed value which can be referenced by other actions. The fixed value is figured by multiplying the full ranks of an ability by 3 and adding the pips.

RankFixed
Value
RankFixed
Value
RankFixed
Value
1D33D95D15
1D+143D+1105D+116
1D+253D+2115D+217
2D64D126D18
2D+174D+1136D+119
2D+284D+2146D+220
Fixed Values

Modifying the Dice Roll

Some effects and abilities modify the dice roll. Effects which modify the dice are always applied before the roll is made. Effects which modify the rolled value are always applied after the roll is made.

For example:

  • Spending a luck point before a roll is made doubles the number of ability dice rolled in a check.
  • The Wild Die effect substitutes a Wild Die for a regular ability die before the roll is made.
  • Advantage and Disadvantage rolls a second set of dice and uses the better/worse roll before any dice are flipped or substituted.
  • Boost and penalty dice are rolled alongside the ability dice and substitute higher/lower values for lower/higher ones after the roll is made.
  • A dice flip alters the value of rolled dice after the roll is made.

In order of application, dice actions are performed:

  1. Spend a luck point to double the ability dice.
  2. Substitute Wild Dice for regular ability dice.
  3. Roll the regular ability dice.
  4. Roll the Advantage or Disadvantage dice.
  5. Roll and apply any boost or penalty dice.
  6. Apply any dice flip effects.

Using Other Dice

A standard set of role-playing dice includes four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided dice which are ranked along a dice track. When another type of die is used, it is written as “D” followed by the number of sides, for example: D4, D6, D8, D10, D12, or D20. FreeD6 uses six-sided dice (D6) for all checks unless an effect alters the dice.

Result Points

The final value of a dice roll is the result points.

If the dice roll is not being compared to another number, the final value of the dice roll stands as the result points.

If the dice roll is being compared to a difficulty or a fixed resistance, the difference between the dice roll and the difficulty is the result points. Result points always favor the higher value.

If the dice roll is being compared to another dice roll or an active resistance, the difference between the two dice values is the result points. Result points always favor the higher value.

Taking Action

Players make decisions and take actions in the game. When a player makes a decision, he describes his decision and the Game Master narrates the results. If there is no element of uncertainty, if the dice do not need to be rolled, or if the decision is not dramatically important, the Game Master simply adjudicates the results of the decision and the game moves on.

When the players take actions that are dramatically important, tactically interesting, or which have an element of uncertainty, the Game Master will call for an ability check. If only a single check is made, or if a series of unrelated checks are made, this is a quick check. If a series of related checks are made, it is a dramatic scene. If the check is part of an extended conflict with an active opponent, it is a tactical scene. If two or more characters are working on the same task, but not making separate ability checks, it is a combined action.

Quick Check

When the purpose of rolling the dice is to determine the effect or value of an ability, it is a quick check. The Game Master will call for an ability check, the player rolls the dice, and the Game Master describes the results based on the roll of the dice. A quick check may stand on its own, it may be opposed by a difficulty number, or it may be opposed by a resistance value. The final value of a check, whether standing or opposed, is the result points. A quick check may also be used as part of a dramatic scene or a tactical scene.

A standing check compares the value rolled to a benchmark table as a guide for the Game Master to describe the results. The higher the value of the check, the greater the effect of the action. The Result Points table describes the effectiveness of the result.

EffectivenessValue Range
Minimal
Effective in the smallest possible quantity or degree.
1-5
Adequate
Effective enough to provide measurable results.
6-10
Moderate
Effective enough to provide a range of results.
11-15
Complete
Effective enough that there is no deficiency.
16-20
Excessive
So effective that additional results occur.
21-25
Overwhelming
So effective that the results are not easily undone.
26-30
Result Points

A quick check against a difficulty uses the difference between the roll of the dice and the difficulty value to determine the result points. The difficulty is determined by using a benchmark guide to find a value.

DifficultyValue Range
Very Easy
This task does not require preparation.
1-5
Easy
This task does not require training.
6-10
Moderate
This task requires some training or skill.
11-15
Difficult
This task requires specialized training or skill.
16-20
Very Difficult
This task requires extensive and specialized training.
21-25
Heroic
This task requires unusual and specific training.
26-30
Difficulty Values

A quick check against a resistance uses the difference between the roll of the dice and the resistance value to determine the result points. A resistance value is determined by the rank of the opposing ability. The resistance is either fixed or active. Fixed resistance uses the table to find the resistance value; it is determined by multiplying the dice value by 3 and adding the pips. Active resistance is determined by rolling the die code to find the value.

RankFixed
Value
RankFixed
Value
RankFixed
Value
1D33D95D15
1D+143D+1105D+116
1D+253D+2115D+217
2D64D126D18
2D+174D+1136D+119
2D+284D+2146D+220
Fixed Values

Examples of a Quick Check

  • Picking a lock on a chest.
  • Shooting a target.
  • Bluffing your way past a guard.
  • Hacking into a computer system.
  • Walking on a tightrope.

Ability Checks vs Effect Rolls

A quick check is used to determine if an action is successful. The effectiveness of the check is determined by the result points generated by the ability check. Result points are then spent on conditions. Some ability checks generate an effect roll which determines the primary results of the ability check. Combat is one example: a successful roll to hit (ability check) is followed by a damage roll (effect roll).

Combined Actions

Combined actions allow a character to use their abilities to directly enhance or blunt another character’s actions. By using multiple actions or acting over multiple turns, a character may enhance or blunt their own actions.

When a character attempts to enhance another character’s primary action, the enhancing character applies their skill and specialization dice to the primary action check in the same turn as if they were boost dice. When a character attempts to enhance their own actions, they ready a combined action for their next turn, and on their next turn, make their primary check, using their skill and specialization dice values as if they were boost dice.

When a character attempts to blunt another character’s primary action, the blunting character applies their skill and specialization dice to the primary action check in the same turn as if they were penalty dice. When a character attempts to blunt their own actions, they ready a combined action for their next turn, and on their next turn, make their primary check, using their skill and specialization dice values as if they were penalty dice.

Dramatic Scene

When an action calls for a series of related ability checks, the characters are in a dramatic scene. A dramatic scene allows the characters to accomplish an extended task where a quick check is not sufficient or not appropriate to determine the outcome. A dramatic scene is any scene 1) in which the characters face fixed opposition and in which success is not determined by a quick check, or 2) in which the characters face active opposition but in which the order of action is not tactically determined.

Order of Action

Action in a dramatic scene happens in order of relevance. Initiative is not used to determined the order of action. Action does not occur in rounds. Characters and elements do not act in a strictly determined order, but in the sequence that is most natural.

Players declare their intentions at the beginning of the scene. If a player wishes to change their intention, they may do so at any time during the scene. The Game Master determines the order of events and calls for decisions and actions from the characters involved as they become relevant to the scene.

Duration of the Scene

A dramatic scene lasts until there is no more opposition or until the Game Master determines the scene has expired. The characters may be acting upon a condition track, attempting to complete a series of quick checks, or performing any set of actions that contribute to the overall action of the scene.

At the minimum, a dramatic scene consists of a goal that cannot be accomplished with a single action, a limit on the time or number attempts available to accomplish the goal, and fixed or active opposition. Any type of action or ability check may be part of a dramatic scene.

Examples of a Dramatic Scene

  • Infiltrating a secure location, while partners provide a distraction.
  • Prepping a set of traps and gear before raiders arrive.
  • Talking a merchant into selling to you instead of a rival.
  • Luring a target into a trap.
  • Escaping from a collapsing building.

Tactical Scene

When the characters are facing active opposition and the order of events is important, the characters are in a tactical scene. Tactical scenes allow the characters to face down opponents in an extended game with important tactical choices and take them out of action. Tactical scenes last until there in no more opposition.

Order of Action

In a tactical scene, action is ordered by initiative, action is divided into rounds, and characters are limited in their action selection.

Initiative determines the order in which characters act. The type of tactical scene determines the initiative order. In a melee combat, initiative order is determined by the fixed value of an ability. In a chase, initiative is determined by relative position. In a debate, initiative is determined by an ability check.

In a normal round of action, each character in the scene takes one or more actions in initiative order. After each character has finished acting, the round resets and begins again.

During the round of action, characters are limited in their action selection. A character may perform one full action and one bonus action during a round. A character may take a reasonable number of free actions during a round. A full action usually calls for a dice roll and consumes most a character’s focus during the round. A bonus action usually does not require a dice roll, and does not require a character’s full attention. A free action does not require a dice roll or distract a character. The type of conflict determines what actions are full, bonus, or free.

Duration of the Scene

A tactical scene lasts until there is no more active opposition. Usually, one side or another will take all of the opponents out of action by acting on their condition track. The scene also ends if all of the opponents concede defeat, even if they have not been taken out of action.

When an opponent concedes a scene, they can no longer take any actions in the scene, even if other members of their group are still acting. Even if the situation changes, the conceding opponent cannot rejoin the action. If a character acts against an opponent who has conceded, that opponent can only use fixed resistance values.

Players have the option of conceding a scene before their character is taken out of action. When a player concedes a scene, their character may take no more actions, even if the situation changes or an opponent acts against them. They may only use fixed resistance values. In exchange for placing their character at the mercy of their opponents, a player receives an action point at the end of the scene.

Examples of a Tactical Scene

  • Melee combat.
  • Shootout.
  • Courtroom debate.
  • Hot pursuit.
  • Crossing an obstacle course.

Abilities and Skills

Characters are described as having abilities; the specific abilities a character possesses are determined by the character’s narrative background. Abilities are ranked by a die code and further described by one or more skills and specializations which enhance the die code. Abilities are either normal or extranormal. Abilities describe broadly defined actions which they allow the character to perform. Rolling the dice to test an ability or skill against a difficulty is called an ability check (when not testing a specific skill, or when using a default value) or a skill check (when testing a skill or specialization). The term “ability check” is a blanket term for rolling the dice to test against a difficulty number and applies to both abilities and skills.

All characters are described as either Dynamic or Stock in relation to their importance in the narrative, both of these are unranked normal abilities (no die code). All player characters are automatically Dynamic; opponents that are central to the adventure are also Dynamic. Opponents and NPCs that are relatively unimportant to the adventure are Stock. Some abilities require a character to be Dynamic in order to acquire the ability. Some conditions only apply to Stock characters.

Normal abilities are possessed by most characters and elements, and do not have a narrative background requirement. Characters possess the normal abilities of Strength, Dexterity, Presence, Wits, Intelligence, and Perception. Vehicles and equipment possess the normal abilities of Body, Energy, Handling, or Speed.

Extranormal abilities are not possessed by most characters and elements, and usually have a narrative background requirement. Some common narrative backgrounds and their associated extranormal abilities are: wizard (magic), mutant (super powers), adept (metaphysics), and cyborg (cybernetics).

Skills describe specific uses or actions within the broadly defined actions of an associated ability. A skill’s die code is added to the die code of the associated ability when making a skill check. If a character must make a skill check for a skill in which they have no ranks, they make an ability check instead.

Specializations describe specific uses or actions within the narrowly defined actions of an associated skill. A specialization’s die code is added to the die code of the skill and ability when making a skill check. If a character does not have ranks in a specialization, they use only their ranks in the associated skill. If they do not have ranks in the skill, they make an ability check instead.

A character may have ranks in a specialization without having ranks in the associated skill. If a character does not have a specialization, the associated skill score is used instead. If a character does not have a skill, the associated ability score is used instead. If a character does not have an ability, they cannot make associated ability checks. Sometimes the Game Master will call for a skill or specialization to be used with an ability other than the one it is normally associated with.

Some skills and specializations require training before they can be used. If a character needs to make a skill check with a skill that requires training, they must have ranks in that skill or specialization. Characters may not use only their associated ability score to make a skill check that requires training.

Rolling Dice

Die codes describe the number of six-sided dice and adds (pips) rolled when an ability or skill check is made. A die code is written as “number of dice” followed by “D”. If the die code has adds (referred to as “pips”), they follow the “D” and are written as “+1” or “+2”. To make an ability or skill check, roll the die code and add the pips to generate a skill total. For example, a die code of 3D+2 would roll three six-sided dice, add them together, and add 2 to get the final skill total. The skill total is compared to a difficulty; the difference between the two numbers – positive or negative – is the result points. Result points are used to describe the success, failure, or degree of effect of the action.

Adding die codes together is done by adding together the dice and pips of the ability, skill, and specialization of the skill check and applying the die code progression to get the final value. Every three pips increases the die code by 1D instead. For example, a skill check of Dexterity 3D+2 and Shooting 1D+2 yields a skill value of 4D+4; +3 pips instead increases the die code by 1D for a final skill value of 5D+1.

Narrative Structure

FreeD6 uses ordinary language to describe the conflicts and events of an adventure narrative. The conflict structure uses die codes (ranks) and difficulty numbers to turn narrative actions into a game. The action point economy allows players to influence the dice or to introduce elements to the narrative. The die codes, difficulty numbers, and result points help the players and Game Master determine how strong, fast, or effective something is within the context of the game.

Ordinary Language

The adventure narrative consists of a scenario involving characters who make decisions and take actions that advance the events of the narrative. All elements within the narrative are described in ordinary language and supported by a dice game. Characters and elements are described by a narrative background. The background description determines which abilities apply to the character or element.

The use of ordinary language allows elements to affect the narrative in a way that can be interpreted by the Game Master and communicated to the players using commonly understood words. This provides the abilities and effects of game elements with a flexible and organic application instead of a mechanical restriction. This is the narrative effect.

The use of dice and difficulty numbers transforms the descriptions into a game. This introduces an element of chance outside the control of the players or Game Master and provides a guide for interpretation. This is the mechanical effect.

Conflict Structure

Adventure games revolve around conflict. FreeD6 uses abilities, conditions, and dice to turn conflicts into a game. The main conflicts in a game are physical, social, and mental.

Physical conflicts include melee combat, ranged combat, maneuvering around obstacles, and piloting vehicles. Normal physical abilities are described by the Strength and Dexterity scores.

Social conflicts include trading arguments in an attempt to persuade a third party, convincing an NPC to take action on your behalf, and coercing or manipulating NPCs to take actions. Normal social abilities are described by the Presence and Wits scores.

Mental conflicts include defeating traps, shadowing suspects, trailing a target, deceiving others, and conducting investigations. Normal mental abilities are described by the Intelligence and Perception scores.

Vehicles, gear, and extranormal abilities both modify normal abilities and act as opponents.

Scale of Action

Elements must have parity of scale in order to affect each other. They must be of a similar size, speed, order of magnitude, social importance, hardness, or whatever other metric is being affected. When a lower-scale element attempts to affect a higher-scale element, if the Game Master permits the attempt, the result will always be less effective because of the smaller scale of the effect. When a higher-scale element affects a lower-scale element, the results will always be more effective.

Action Points

The Game Master controls the scenario and the action of all of the elements within the game. Players control only the actions of their characters. In order to provide players greater agency within the adventure narrative, and to mitigate the randomness of the dice, players have access to action points.

Action points are used to give players extra dice for skill checks and to create advantageous narrative effects. Action points are also used as a reward for accepting a mechanical penalty driven by the character’s narrative background.

Die Codes

Die codes are used to quantify game elements that possess a range of effect. Die codes consist of a number of six-sided dice, followed by “D”, and possibly followed by a number of adds. For example, a die code of 3D+2 means to roll 3 dice, add them together, and add 2 to the total. This will generate a value between 5 and 20.

Difficulty Numbers

Difficulty numbers are used to quantify game elements when it is not appropriate to assign them a die code. Elements that are not variable, where random factors are not influential, or which are relatively insignificant to the narrative use the fixed value of a difficulty number to quantify their mechanical influence. The difficulty number is also referred to as the resistance value.

Result Points

Result points quantify the effects of an action. When a die code is used in an action, the sum of the dice roll is compared to either a difficulty number or to the sum of another dice roll. The difference between the two values is the result points. Result points are used by the Game Master to interpret the outcome of the action in favor of the element with the higher value.

Core Mechanisms

FreeD6 is a narrative conflict role-playing game compatible with OpenD6. The abilities and skills have a slightly different emphasis, the application of the Health Track is slightly different, and there is a greater emphasis on relative values instead of absolute values. Character creation and the dice rolling mechanism are the same, and conditions are emphasized as a core mechanism. The core mechanisms in FreeD6 are: narrative structure, abilities and skills, conditions, and taking action.

Narrative Structure

Players in a FreeD6 game take on the role of one or more characters they create. Characters are described in terms of their narrative background, the set of tropes and descriptions that determine which abilities and skills the character is able to access and describe their role in the adventure. In cooperation with a Game Master, players create an adventure narrative in which their characters take a central role. The Game Master describes the scenario, the players have their characters take actions and make decisions, and the Game Master adjudicates the outcome and describes the consequences.

The FreeD6 core rules use narrative conflict to describe scenarios in which player characters and NPCs oppose each other. Instead of tracking pawns and tokens on a battlemap, the Game Master describes the location, the opponents, and the results of the conflict. Descriptions and actions are to be understood in the ordinary usage of the language. Players are free to have their characters take any action within the scope of their abilities. Randomly determined outcomes and scales of effect are determined by rolling dice. All actions, events, and effects in the game are interpreted by the Game Master.

Abilities and Skills

Characters are described mechanically within the game as having abilities; the specific abilities a character possesses are determined by the character’s narrative background. Abilities are usually attached to a die code (ranked) and further described by one or more skills which may enhance the die code. Abilities are either normal or extranormal. Abilities describe broadly defined actions which they allow the character to perform.

All characters are described as either Dynamic or Stock in relation to their importance in the narrative, both of these are normal abilities which describe the scope of abilities to which the character has access. All player characters are automatically Dynamic. Some abilities require a character to be Dynamic in order to acquire the ability. Some conditions only apply to Stock characters.

Normal abilities are possessed by most characters and elements, and do not have a narrative background requirement. The most common normal abilities are: Strength, Dexterity, Presence, Wits, Intelligence, and Perception. Some uncommon normal abilities are: Body, Fatigue, Energy, and Sanity.

Extranormal abilities are not possessed by most characters and elements, and usually have a narrative background requirement. Some common narrative backgrounds and their associated extranormal abilities are: wizard (magic), mutant (super powers), adept (metaphysics), and cyborg (cybernetics).

Skills describe specific uses or actions within the broadly defined actions of an associated ability. A skill’s die code is added to the die code of the associated ability when making a skill check. A skill check may be referred to as an ability check if there is no skill associated with the roll. The terms are interchangeable and both refer to rolling the dice.

Die codes describe the number of six-sided dice and adds (pips) rolled when an ability or skill check is made. A die code is written as “number of dice” followed by “D”. If the die code has adds (referred to as “pips”), they follow the “D” and are written as “+1” or “+2”. To make an ability or skill check, roll the die code and add the pips to generate a skill total. For example, a die code of 3D+2 would roll three six-sided dice, add them together, and add 2 to get the final skill total. The skill total is compared to a difficulty; the difference between the two numbers – positive or negative – is the result points. Result points are used to describe the success, failure, or degree of effect of the action.

Conditions

Conditions are the single words or short phrases used to describe abilities and skills. They are to be understood in the common usage of the word or phrase. They enable or restrict abilities with a narrative effect, or they modify abilities with a mechanical effect.

Conditions are either discrete, progressive, or cumulative. Discrete conditions are created once and are not related to other conditions. Progressive conditions are related to other conditions, and replace the related condition when they are created. Cumulative conditions may be created multiple times and the effects of multiple creations are combined. Conditions are used to measure health, willpower, quantity, duration, or any other game element.

Taking Action

Characters in FreeD6 advance the narrative of a game by making decisions and taking actions. Making decisions means that a character responds to the narrative of the game with an action that does not require a roll of the dice. The Game Master adjudicates the outcome of the decision and narrates the results within the game. Making a decision may involve the character doing things related to his skills, but the circumstances are such that there is no need to roll dice to determine an uncertain outcome.

Taking action involves an uncertain outcome in which the dice are rolled in order to determine the degree of success or failure. The player makes a decision and then rolls dice for an ability check, a skill check, or a random event before the Game Master narrates the outcome of the decision. Taking action necessarily involves the character making decisions, but the outcome is variable or uncertain.

The ability of a character to influence the game is determined by their Health and Willpower conditions. A character may be able to make a decision but unable to take action (Incapacitated). A character may be able to take action, but unable to make a decision (Unresisting).

The types of decisions and actions that a character may take, and the effectiveness of those actions, are determined by the character’s narrative background, abilities and skills, and their conditions.

Results and Conditions

Taking action produces results. Results are measured with conditions. Elements within the game are understood to function and respond in the game setting in the same way as their real-world counterparts. It would be exhausting to try and detail all possible circumstances and assign them game mechanics. Instead, conditions are used to describe ways in which results restrict or enable game elements.

Conditions are single words or short phrases that describe an element within the game. Conditions must be understood to be used in their common and ordinary meaning. All elements within the game (characters, objects, or locations) are in a normal or neutral condition unless something changes. In the normal condition, an element behaves in the same manner as its real-world counterpart, with the same abilities and restrictions.

Conditions have two effects: the narrative effect, and the mechanical effect. The narrative effect restricts or enables abilities, and influences actions, according to the commonly understood definition of the condition. The mechanical effect applies a specific game mechanic as long as the condition is in place.

Creating, Modifying, and Removing Conditions

Conditions are created, modified, or removed through the use of skills, abilities, powers, or game effects. Creating, modifying, or removing a condition is accomplished by an ability check that generates enough result points to affect the condition. The result points generate ranks that describe the severity and duration of a condition. Creating a more severe condition requires a larger difference between the result points and the resistance value. Conditions are discrete, progressive, or cumulative.

Discrete conditions are not created multiple times. They may be narratively related to other conditions or they may be unrelated to any other condition. If a character already possesses a discrete condition, and the same condition would be created again, the second creation is ignored.

Progressive conditions are narratively closely related. When a new progressive condition is created, it replaces the previous condition.

Cumulative conditions may be created multiple times. Each instance of the condition is created and removed individually, and all of the effects are added together, even if some of them cancel out others.

Conditions last until they expire or they are recovered. An expired condition is automatically removed at the end of its duration. Conditions may be recovered with an ability check. Recovering (removing) a condition requires the same number of result points as needed to create it.

All elements in the game use conditions to measure their ability, effectiveness, and persistence.

Condition Severity

A condition either restricts an existing ability or imparts a new ability. The severity of the condition describes the scale and scope of the condition, while the number of mechanical effects affects the roll of the dice or the numerical value of a skill, ability, or attribute. The result points of an ability check create a number of ranks to be spent on effects which describe the severity and duration of the condition.

Some ability checks generate an effect roll, such as damage in combat. The effect roll is always considered a rank 1 effect. If the ability check created more than 1 rank, the additional ranks may be spent on additional effects. Effect rolls always generate result points which are translated into ranks and used to create a condition; an effect roll cannot normally be used to create another effect roll.

Result PointsRankCondition SeverityCondition Duration
1-51minimalone full turn
6-102adequateone full round
11-153moderateuntil the end of the encounter
16-204completeuntil the end of the scene
21-255excessiveuntil recovered
26+6overwhelming
Rank Benchmarks

When creating or modifying a condition, ranks are spent to apply one or more of the following effects. An effect may normally be purchased multiple times; only one effect roll may be created in a single ability check. Effects may be purchased from more than one rank. The effects should always be narratively related to the ability check that created them.

For example, a character makes a stamina: endure ability check while preparing to cross a challenging obstacle field. If the stamina ability check creates 3 ranks of effects, options for effects for 3 ranks include: +3WD to acrobatics skill checks until the end of the next turn; or +1 bonus action for one round and acrobatics skill checks are made with Advantage until the end of the next turn; or +1D to acrobatics skill checks until the end of the encounter.

RankEffect
1create an immediate effect roll (eg., damage)
+/- 1D: an effect roll created this turn gains +/- 1D
+/- 2: a single skill check gains +/- 2 until the end of the its next turn
B1: a single skill check is made with Boost-1 until the end of its next turn
P1: a single skill check is made with Penalty-1 until the end of its next turn
+/-1WD: a single skill check gains +/- 1 Wild Die until the end of its next turn
Advantage: a single skill check is made with Advantage until the end of its next turn
Disadvantage: a single skill check is made with Disadvantage until the end of its next turn
Add/remove one full round to an existing condition.
2+/- 1D: a single skill check gains +/- 1D until the end of the next round
+/- 3: a single fixed value gains +/- 3 until the end of the next round
+/- 1 bonus action in the next round
Extend an existing condition to the end of the encounter.
Reduce an existing condition’s duration from the end of the encounter to 1D rounds.
3+/- 1D: a single skill gains +/- 1D until the end of the encounter
+/- 1 full action in the next round
Extend an existing condition to the end of the scene.
Reduce an existing condition’s duration from the end of the scene to the end of the encounter.
4+/- 1D: a single ability gains +/- 1D until the end of the scene
+/- 1 Action point
Require an existing condition to be intentionally recovered.
Reduce an existing condition’s duration from requiring intentional recovery to expiring at the end of the scene.
5+/- 1 ability until the end of the scene
Condition Effect Benchmarks

Conditions as Damage and Composure

Damage and composure describe groupings of narratively related pre-defined conditions related to a character’s ability to take action. Damage and composure conditions are cumulative.

Damage conditions are created as a result of a character taking damage. When a damage roll against Strength resistance creates result points, those results create a damage condition.

Composure conditions are normally created as the result of a successful Wits or Presence ability check. When an ability check against discipline or insight resistance creates result points, those results create a composure condition.

Body conditions are created as a result of an object taking damage. When a damage roll against toughness resistance creates result points, those results create a body condition.

As a character or object accumulated damage, composure, or body conditions, they will be less able to act until those conditions are recovered. The more conditions they accumulate, the more likely it is that they will be taken out of action.

RankDamageComposureBody
0NormalNormalNormal
1StunnedStartledDefaced
2HurtDisorientedDisrupted
3WoundedDiscouragedDamaged
4IncapacitatedDemoralizedBroken
5Out of ActionOut of ActionOut of Action
Damage, Composure, and Body Conditions

Conditions as Attitude and Willpower

Attitude and willpower describe groupings of narratively related pre-defined conditions related to a character’s ability to make decisions. Attitude and willpower conditions are progressive. A character’s attitude and willpower conditions modify their discipline and insight resistance.

Attitude refers to a character’s general outlook on situations, people, and challenges. It encompasses their beliefs, values, and emotional tendencies. A more helpful attitude leads characters to see conflicts as opportunities for growth or resolution. They will approach conflicts with a problem-solving mindset, seeking solutions and compromises. A more hostile attitude views most interactions as obstacles or threats. They will tend toward a fight-or-flight response, act irrationally, and escalate tensions.

Willpower is the character’s ability to exert self-control, remain disciplined, and persist in the face of challenges. It describes their capacity to stick to their decisions and follow through with actions. A centered character is more likely to commit to decisions when faced with adversity. They remain focused on their goals, and resist immediate gratification in favor of their principles. A broken character will be quick to abandon their commitments as soon as conflict arises. They tend to follow emotional impulses or the directions of others; they do not act with deliberation or rationality.

Resistance ModifierAttitudeWillpower
-15HelpfulBroken
-10FriendlyStressed
-5CooperativePressured
+/- 0NeutralNeutral
+5UncooperativeEngaged
+10UnfriendlyFocused
+15HostileCentered
Attitude and Willpower Conditions

Conditions as Measurements

Status conditions are used to measure game elements that have a limited use. Conditions always have a narrative description, but do not necessarily have a narrative or mechanical effect. In this way, a condition is used to measure quantity or duration without requiring the players or Game Master to keep track of individual units.

Each status condition is specific to each individual ability; the description of the ability will include the description of the status and which skill or ability is used to test it. When a status is tested, a failed check moves the status to the next condition; a successful check means the status stays on the same condition. A check that is failed by 5 or more points does not necessarily move the condition by more than one place.

All status conditions are progressive. As the status grows more difficult to test, a failed check becomes more likely, causing the status to deplete more quickly. Status conditions are also used to time a scene with an unknown duration; as the situation comes closer to resolution, the difficulty of a test becomes greater and failure becomes more likely.

DifficultyEffectQuantityDurationCoverage
9Full EffectFullFullFull
123/4 EffectHeavyWaningCovered
151/2 EffectLightFadingPartial
181/4 EffectDepletedDiminishedExposed
No EffectEmptyExpiredVanished
Status Conditions

Other Conditions

Conditions are not limited to damage, willpower, or status, and conditions are not unique to characters. Conditions are used to measure the state of every element within the game, depending on the particular game’s genre and emphasis.

An element always has at least two conditions: normal, and out of action. The normal condition means there is no effect on the character or game element. The out of action condition means the character or game element can no longer take action or make decisions. An element with only these two conditions as options is essentially a simple skill check.

An element or conflict may have any number of conditions. More conditions means that conflicts will have a greater emphasis in the game and take longer to play out. Fewer conditions will have less emphasis and play out very quickly.

An element usually begins in the normal condition and ends in the out of action condition. Every rank (five result points) between them is considered another condition. The number of ranks (conditions) in between the beginning and the end determines the length of the conflict.

Brief EncounterModerate EncounterLengthy Encounter
0 ranks (Normal)0 ranks (Normal)0 ranks (Normal)
1 rank1 rank1 rank
2 ranks (Out of Action)2 ranks2 ranks
3 ranks (Out of Action)3 ranks
4 ranks (Out of Action)
Encounter Length and Importance