Pyrrhic Stars

Dice Roll

General Principle

All actions, whether physical, arcanotechnological, or social, use the same roll mechanic:

d20 + modifiers >= Difficulty Class (DC)

  • d20: the 20-sided die represents the chance factor.
  • Modifiers: bonuses from characteristics, skills, affinities, or equipment.
  • DC: threshold set by the GM based on the action’s difficulty.

This unified system applies to everything: attack, skill, saving throw, perception, etc.


Difficulty Class (DC) Table

Standard DC (for characters with total modifiers of +10 to +25)

DifficultyDCDescriptionExample Task
Trivial10Failure only on extreme bad luckWalking on flat ground
Very Easy15Routine for a professionalClimbing a ladder
Easy20Requires a minimum of effortPicking a simple lock
Medium25Requires skill AND concentrationDisarming a standard trap
Hard30Challenging even for an expertHacking a secured system
Very Hard35Limit of human capabilitiesClimbing a smooth wall in the rain
Heroic40A memorable featConvincing a sworn enemy to help you
Legendary45Nearly impossibleForcing open an adamantium door
Mythic50Beyond human abilityResisting the will of a god

Suggested Contextual Modifiers

ConditionDC Modifier
Inadequate tools+5
Unfavorable conditions+5 to +10
Under time pressure+5
Injured or fatigued+5 to +10
Help from a competent ally-5
Superior quality tools-5
Thorough preparation-5 to -10

Design Note: This scale assumes that experienced characters have total modifiers between +15 and +30. Beginning characters (modifiers +5 to +15) should primarily face DCs of 15-25.


Roll Calculation

Final Result = d20 + Characteristic + Skill + Contextual Modifiers

Examples:

  • Forcing a door -> d20 + Strength + Skill (Athletics)
  • Convincing a guard -> d20 + Charisma + Skill (Persuasion)
  • Casting a complex spell -> d20 + Intelligence + Arcanotechnological Affinity

Power Level Guide

To adapt challenges to character level, consider their total modifiers:

Character LevelTypical ModifiersRecommended DCsDescription
Novice+5 to +1010-20Beginning the adventure
Apprentice+10 to +1515-25A few missions completed
Competent+15 to +2020-30Established professional
Expert+20 to +2525-35Recognized master
Master+25 to +3030-40Living legend
Legendary+30 to +3535-45Beyond human

GM Advice: A “medium” challenge should have roughly a 60% chance of success. Adjust based on the desired tone:

  • Heroic: DC = Total Modifier + 5 (75% success)
  • Realistic: DC = Total Modifier + 10 (50% success)
  • Brutal: DC = Total Modifier + 15 (25% success)

Critical Successes and Failures

  • Natural 20 (before adding bonuses) -> Critical success

    • The action succeeds beyond expectations.
    • The GM may grant an additional effect (perfect success, tactical advantage, spectacular result).
  • Natural 1 (before adding bonuses) -> Critical failure

    • The action fails, often catastrophically.
    • May result in a counter-effect, equipment loss, or an unfavorable situation.

Criticals are not modified: a 20 remains a total success, even if the total is below the DC. Conversely, a 1 remains a total failure, even if the final result exceeds the DC.


Opposed Rolls

When an action is directly opposed to another character’s action (e.g., duel, grapple, concealment, persuasion vs. deception):

Both roll d20 + their modifier -> the highest result wins.

  • In case of a tie, the advantage goes to the defender (or the one maintaining the initial state).

Examples:

  • Picking a lock while someone tries to block it.
  • Convincing an NPC while another contradicts them.
  • Physically wrestling against an opponent.

Advantage and Disadvantage

Certain conditions grant an advantage or a disadvantage:

  • Advantage -> roll 2d20 and keep the higher result.
  • Disadvantage -> roll 2d20 and keep the lower result.

These effects do not stack: multiple advantages or disadvantages make no difference, unless the GM specifies otherwise.

Examples:

  • Having time, good conditions, or assistance -> Advantage.
  • Being injured, rushed, or in darkness -> Disadvantage.

Saving Throws

Saving throws allow a character to avoid a harmful effect: trap, spell, explosion, poison, etc.

Saving throw = d20 + characteristic modifier >= DC of the effect

  • Each effect has a saving throw DC defined by its source (e.g., spell, trap, creature).
  • The GM announces the relevant characteristic (Strength, Dexterity, Constitution, etc.).

Examples:

  • Resisting a spell -> d20 + Intelligence
  • Dodging an explosion -> d20 + Dexterity
  • Enduring pain -> d20 + Constitution

Contextual Modifiers

The GM may apply bonuses or penalties based on the situation:

ConditionTypical Effect
Slippery terrain-2 to DEX roll
Appropriate tool+2 to skill roll
Encumbrance-1 to all physical rolls
Ally’s help+2 (or advantage, depending on the case)
Fatigue or injurydisadvantage on the affected actions

System Philosophy

One principle for everything: roll 1d20, add the right modifiers, beat the DC. Simplicity ensures smooth gameplay, but characteristic and context choices retain their full weight.

This system emphasizes:

  • consistency (same rules for all cases),
  • speed (resolution in a single roll),
  • and flexibility (the GM adjusts the DC, not the formulas).