Sunday, May 14, 2023

Double Trouble: Fantasy Adventure (sample text #1)

(Sample text for the Double Trouble: Fantasy Adventure Zine being planned for Zinequest 6.)

A Fantasy TRPG (and more)

DT is a complete tabletop role playing game (TRPG). While DT is set in a world of high fantasy, the rules are designed to be adaptable to any setting or genre.

Crazy Extreme (for good and ill)

At the core of DT is a mechanism favoring cinematic results. Extreme instances of success and failure (called "criticals" in other games) are commonplace for DT.

Special Dice (ordinary d6 work too)

DT uses special dice numbered [0] to [5]. You can use regular six-sided dice (d6,) but you will have to treat die faces showing [6] as if they are showing [0] instead.

Always Roll Low (zero is best)

DT employs two types of rolls. Action rolls are made on two dice, while strength rolls are made on one. Lower rolls are always desired, with [0] being the best.

Action Rolls (multiply the dice)

Action Rolls resolve uncertainty, revealing success or failure. Multiply 2 dice and compare the result to a core skill to determine the outcome, (unless your roll is doubles!)

Success (less than or equal to skill)

If your action roll is lesser than or equal to a related core skill then you have achieved Success. (You complete your task, your attack strikes its intended target, etc.)

Failure (greater than skill)

If your action roll is greater than a related core skill then your turn ends in Failure. (You don't complete your task, your attack misses its intended target, etc.)

Triumph! (rolling zero)

If the result of your action roll is [0], you have achieved a Triumph! You complete your intended task and more. Triumph! always grants the best possible outcomes.

Trouble! (rolling doubles)

When your action roll is doubles, don't multiply the dice, because doubles mean Trouble! You didn't complete your task, and things are about to get much worse!

Helped (eliminates Trouble!)

Helped is a positive condition that may be applied to an action. When an action is Helped, treat a result of Trouble! as a Failure and a Failure as a Partial Success.

Hindered (eliminates Triumph!)

Hindered is a negative condition that may be applied to an action. When an action is Hindered, treat a result of Triumph! as a Success and a Success as a Partial Success.

Partial Success (almost there)

A Partial Success doesn't give exactly what you want, but you do get some benefit. This can be great when gained from a Helped condition, especially in combat.

Helped & Hindered Cancel Out

Helped and Hindered conditions cancel each other out. Remove matched sets of Helped and Hindered conditions until only one type of condition remains.

Super Helped

It is possible to have two or more Helped conditions at the same time. This is called Super Helped. When Super Helped, treat Trouble! as Failure and Failure as Success.

Super Hindered

It is possible to have two or more Hindered conditions at once. This is called Super Hindered. When Super Hindered, treat Triumph! as Success & Success as Failure.

Rank 1 Core Skills Are Hindered

With a Core Skill with a rank of 1, you must roll [0] to earn a Success. Triumph! isn't normally possible with a skill rank 1. (Treat skill rank 1 as being Hindered.)

Strength (ST) Values

Strength rolls measure the magnitude of an effect. Some items and actions are given strength values. This is represented with the initials ST followed by a number.

All Kinds of Strengths

Weapons use ST to show how much damage they can do. A healing potion uses ST to show how much health it can restore. A power might use ST to show its duration.

Strength Shows Max Potential

Strength value represents the maximum effect usually possible. For example: a short sword is ST 6. Six is the most damage that a short sword can normally inflict.

Strength Roll (1 die is all you need)

Make a Strength roll with one die. Subtract your roll from the ST of the effect being measured to find the result. If the result is less than 1, treat the result as 1.

Triggered Strength Rolls

Some strength rolls are direct results of  action rolls. In combat, damage ST rolls follow successful attack rolls. This is known as a triggered strength roll.

Strength Rolls & Triumph!

If an action triggering a strength roll is a Triumph! the result of the roll is added to the effect's ST instead of subtracted from it. This is known as a "critical effect."

Strength Rolls & Trouble!

Trouble! doesn't trigger a strength roll. Instead, where a ST roll is indicated, treat the doubles as the strength roll. Example: double 4's equals a strength roll result of 4.

Strength or Subtraction Throw?

ST is never fixed. If a power says that it lasts ST 4 turns. That isn't 4 turns. It's roll a die and subtract from 4. If it helps, imagine ST stands for, "Subtraction Throw."


I'll be sharing additional sample pages. Stay Tuned! Feel free to join the discussion in my Facebook Group or leave a comment here! Regards -- Jeff.

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