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Factor-based Resolution Framework

I’ve made a resolution framework, not a system. It’s not a full system as I won’t prescribe any dice or mechanic, but it will discuss how to frame a player’s intended action and how a GM/Referee should handle it.

I could discuss at length why I did this, but the gist of this is most games don't address how difficult or risky an action can be, often relying on the GM or referee. Now this is fine, since most GMs and players know how to discuss and resolve it, but often times they are coming from different perspectives, which creates inconsistency in how to adjust DCs or Target Numbers, or if the situation gives a bonus or advantage to the players' roll. 

I can think of two games and one article who best handled and described their resolution framework. There is The Nightmare Underneath’s training and tools requirement for skills, Blade inthe Dark’s conversational core system, and Chris McDowall’s Information-Choice-Impact Doctrine. I recommend reading at least Chris’ blog, as it is a short but excellent framework.

My framework below is a bit wordy, as I wanted to clear out my head all my thoughts about it and have it spread out in this post, as to make sure I’m conveying my ideas as clearly as I can. I am also not 100% final with the terminologies I’ve used here. Criticisms and comments are welcome and will be considered. Once I’m comfortable with this as I develop it, I’ll probably make a compact version.

An important note that this is all player-facing and double duty, meaning each roll tells what happens to the players involve, as well as any opposition faced or situations tackled. This is also a cinematic/scene-based framing of each actionmeaning it is best used on games that treats characters' turn as a moment or scene, rather than a 6-second-turn per character per round. 


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traveling artists, making camp

Actor and Opposition

When you want to perform an action, you are the actor for that moment, or action. Anyone who participates with you will also be actors and will often get the benefits or drawbacks of the action taken.

When you are taking an action, but success or failure is not certain, often there is opposition. It can be an obstacle, an opponent, a puzzle, an effect – anything that makes the action difficult or uncertain. 

Impact and Consequence

When you perform an action and things go your way, it will have impact. You deal a swift blow to your foes. You find food that will last for your travels. You finish a divination ritual that will find the nearest city.

When you perform an action and opposition arises to your attempts, consequences may happen. A warrior’s shield will push you back. A venomous worm bites you during your scavenging. A lich who was looking for the same city intervenes your ritual and now knows your location.

Factors and Position

Whenever you’re making an impactful action, be it crafting a potion, attacking an ogre-mage, or dispelling a warlock’s curse, you need to have three factors:

·        Trait – the skill, training, proficiency, background, or inherent ability to do something
·        Tools – the weapon, components, ingredients, or tools helpful for the task
·        Timing – the opportunity, stage, moment, or initiative to make it happen

If you have all three factors, you are performing in a controlled position, and will probably deal great impact.  

If you only have 2 factors, you’re putting yourself in a risky position. You can still bring impact to the situation, but consequences may arise during the process or after it is done.

If you only have 1 component, your attempt will be a desperate position. Odds are against you, and you may suffer great consequences when it doesn’t work.

If you have none, then your action is not possible, or won’t make any significant change to the current situation. You must acquire the relevant factors for you to make a significant thing happen. You might attempt to do it, but you will only suffer consequences.


An action that requires a critical factor won’t happen unless the required factor, usually a tool or trait, is present. You’ll need wings or levitation effect to fly off a cliff. You won’t be able to magically charm your enemies without the right spell or a supernatural trait that dazzles others.

Reactive actions, such as blocking a troll’s club, dodging a dragon’s breath attack or resisting a curse often lose the timing factor already, so these are always risky or of worse position unless it is readied action, or a substitute factor is introduced in the situation.

Quality of the factor can give greater impact once you succeed. Enchanted gear, big or small size, a week-long preparation, sheer number of actors, a technique passed down through generations.

Opposition of equal or greater quality can negate a factor you already bear and may bring about greater consequences. A dwarf’s iron stomach won’t befall to your poison mix. A heavy shield can cushion a hammer strike. A zombie’s lack of spirit won’t be charmed by your enchantments.

Teamwork can substitute as one of the factors or improve the quality of one, but helpers can possibly suffer the same consequences as the actor. A strongman acts as a boost for the thief climbing a tower. A wizard gives notes to a detective investigating a curse. A warrior gets the attention of a troll guard, so a brawler can jump on the guard’s back.

External factors such as temperament or supernatural effects that does not fit in any factor can be a source of bonus or advantage, as you see fit for your game’s resolution system. This also applies to any opposition with such factors, giving a bane or disadvantage to the actor. 


Discuss with your referee with what you want to do and what is your position during a scene.

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Now that's done, I'll probably make another post about how to use this in your resolution system, be it d20, d6s, counting success, etc. 


Comments

  1. This is really interesting and I think it makes a lot of sense. I think if you could boil the explanation down to 2 headings with 3 bullet points each (Chris McD style) it would be an awesome resolution framework to drop into a number of RPGs!

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