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Rolling


Rolling

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When playing Adventum there will be many many MANY times where you want to do something with the chance of failure. When this happens, the AL will ask you to roll a d20, and the result will guide the AL to interpret what happens next.

Success, Snags, & Failure

Whenever you roll to successfully complete an action, your result can be one of three Success States; Success, Snag, or Failure. On a SUCCESS, you are able to complete the action you wanted. On a SNAG, you usually complete your action with a consequence, or do a lesser or less effective version of the action. On a FAILURE, you do not succeed in completing your action and, more often than not, there are additional consequences.

Success

To succeed on a roll, you need to get a 17 or higher.

Snag

To snag a roll, you can get any number from 7 to 16.

Failure

To fail a roll, you need a 6 or lower.

Crit

When you succeed on a roll, you can get an elevated success if you get a 20 on the die (not the result). The effects of Crits vary depending on the kind of action rolled, and at times, will be up to the AL’s discretion.

Dynamic Difficulty

Now every action isn’t equally likely to succeed, snag, or fail. Some actions will vary in difficulty and that’s where Adventum’s Dynamic Difficulty (DD) comes in. When the AL asks you to roll, they will tell you what the DD type or let you know that it’s been set. The DD will either add or subtract from the roll, making it easier or more difficult. The DD levels the AL will use are as follows:

 
 

The names should serve as a shorthand for how difficult an activity should be. Resetting a chain on a bike? Might be BASIC(+6). Fighting a GOBLIN? NORMAL (+0). Convincing a wizard that your barbarian is a magical scholar? IMPOSSIBLE (-10).

ATTRIBUTES

Characters in Adventum don’t have stats like in other RPG’s, but they do have ATTRIBUTES. ATTRIBUTES are added to the DD to get the actual modifier for the roll. By default, characters start with no ATTRIBUTES but they can gain them when they learn a skill with those ATTRIBUTE types and skills. The ATTRIBUTES in Adventum are:

 

CLEVER

DEXTROUS

HOLY

IRREVERENT

MAGICAL

MARTIAL

NATURAL

STRONG

 

ATTRIBUTES follow the same scaling as Dynamic Difficulty. Rolls that can utilize an ATTRIBUTE will add that ATTRIBUTES difficulty to the DYNAMIC DIFFICULTY that would normally be associated with that roll.

For example, let’s say that you need to convince a maester at a Wizard’s college that your Barbarian friend has a hidden talent for magic. The AL says that your character knows that this will be IMPOSSIBLE (-10) given the circumstances but one of your party members has a high CLEVER ATTRIBUTE , and the skill Proselytize.

Proselytize

If an NPC you encounter has no strong declaration of faith or philosophy, you have a chance to convert them to your belief system.

Success:
You successfully convinced the NPC! Huzzah! You can now use the
HOLY or CLEVER ATTRIBUTES WITH LEVERAGE when convincing, bluffing, intimidating or persuading the proselytized unless they no longer believe in your philosophy/religion.

Mixed Success:
They see the wisdom of your belief system but remain agnostic. They are not converted but your next roll with/against that NPC is
EASIER (+2). You cannot attempt to Proselytize this NPC again for a long while.

Failure:
You represent your philosophy poorly and their opinion is unchanged or yet worsened. Your next social roll with/against this NPC
LOSES LEVERAGE and you can never proselytize them again.

If your proselytizing party member has leveled up their CLEVER ATTRIBUTE to BASIC (+6), and they succeed on their proselytization, they take what was an IMPOSSIBLE situation and made it DIFFICULT (-10 to -4). And on top of that, the skill grants them LEVERAGE in social situations.

When an ATTRIBUTE is written on a SKILL, and you have to roll to utilize that SKILL, you can choose to use any of the listed ATTRIBUTES. However, there are also broader actions that make use of ATTRIBUTES.

Action Description Applicable Attributes
Awareness You are trying to detect something that would normally fall beneath your notice. CLEVER, NATURE, MARTIAL
Defense You are trying to reduce or completely avoid harm. Tell the AL what you want to do. They will determine the appropriate ATTRIBUTE.
Figure It Out You are attempting to understand something or solve a problem using your thoughts and experience. CLEVER (You can substitute an ATTRIBUTE that's relevant to the problem at hand)
Hiding You are attempting to be unseen, either by limiting your visibility or blending in with your environment. CLEVER, DEXTROUS
Improvising You're attempting to use an implement in a way it's not meant to be used, and it's not obvious what ATTRIBUTE is applicable otherwise. CLEVER
Intimidating As a manner of posturing or a show of force, you are subtly threatening someone to see your point of view. STRONG, IRREVERENT, HOLY
Melee Attack You are hitting someone close up, with your hands or a weapon that doesn't utilize a projectile. STRONG, MARTIAL
Persuading You are trying to change someone's mind or convince them of something. CLEVER, (You can substitute any other ATTRIBUTE w/ AL approval)
Ranged Attack You are aiming at a target to strike from afar with a projectile, or a long flexible instrument or or tool. DEXTROUS, MARTIAL
Research You are attempting to find an answer to a question and have access to relevant information. CLEVER (You can substitute another ATTRIBUTE if it's relevant to the field of inquiry)

When rolling one of these general actions, the AL determines the consequences of a SNAG or FAILURE.

LEVERAGE

Very simply, if you have LEVERAGE in a situation, you roll twice and take the higher result. If you LOSE, LOST or in a situation that LOSES LEVERAGE, you roll twice but take the lower result.