Dice and Challenges


Whenever a character attempts to overcome a challenge, they must roll the appropriate attribute against the difficulty set by the narrator. Unlike traditional RPGs, the difficulty of a task is always rolled by the narrator instead of being a static number. Difficulties can be as low as d4 or as high as d20.

  • If you roll higher than the narrator, you succeed, but if you roll lower, you fail.
  • If you roll a natural 1 and fail, you might also suffer some extra drawback or penalty, such as dropping your weapon, losing your footing, or running out of ammunition.
  • If you match the narrator's roll, you achieve partial success or success with some drawback. For example, you might succeed, but it takes longer than it normally would, makes a lot of noise, breaks a piece of equipment, or causes disadvantage on a subsequent roll. The exact effects of partial success are up to the narrator and could include difficult choices for you.
  • If you roll the maximum on your die, you may trade the result to roll the next higher die, though you must accept whatever that result is, even if it's lower than your original roll.

Advantage and Disadvantage

If you have an advantage, you roll two dice and take the higher result. If you have disadvantage, you roll two dice and take the lower result. Advantages and disadvantages do not stack, but they do cancel each other out.

Advantage and disadvantage only affect the first roll of a challenge, not any subsequent rolls if one of your initial dice results in the maximum and you choose to roll a higher die.


You may attempt to help an ally on a challenge by making the same roll they're attempting. If you roll an even number, you provide them with a +1 bonus on their roll; however, if you roll a natural 1, you subtract -1 from their roll.