The vast majority of actions require a quick judgement call to resolve. Players who leverage their environment, use their items and common sense, and clearly declare their actions often receive success. The consequences of any described actions follow accordingly.
If an action described by a player is uncertain, the GM may call for a roll. Before the roll, the GM may delcare the possible impact on a successful and unsuccessful roll. One participant then rolls 2d6.
If the roll is a 9 or higher, the adventurer succeeds. If not, something bad happens.
If the adventurer has an advantage to an action from the use of a proper item, aid, or a good position or approach, the GM may grant +2 to their roll. If several advantages apply to the action, the action is usually no longer risky.
If the roll is against an opponent, the player looks to roll that opponent’s Danger Score (DS) or higher instead of the usual target of 9. Danger Scores are most often rolled against in combat and other direct forms of opposition and contest.
- Seedling (3)
- Mushman (5)
- Goblin, twins (6)
- Blighted Thug (9)
- Gorgon, drunk (10)
- Fell Chimera (11)
- Inverted Dragon (13)
Intended for Adventure Hour! as yet another Uncertain Action Alternative (pg. 22).
The style comes from combining the names of Jim Parkin (who often advocates for target 9 or 7 on 2d6 from playing a lot of Traveller) and Nate Treme (whose Tunnel Goons gives one stat to all monsters). I wanted both of these approaches with a little bit of Maze Rats to scratch the Dark Souls itch, but with no stats to manage/balance/sweat over. Dangerous is dangerous, regardless of stats. If you want to take down the Inverted Dragon, you need an advantage something fierce.