If they roll HIGHER they succeed

If The World, or their Opponent rolls HIGHER they fail

 

And that’s it.

That’s the basic algorithm on which the entire game is based

 

– a number of dice is rolled to reflect the level of aptitude with what’s being attempted

versus a number of dice to reflect how hard it is. 

OR

Two characters acting against one another roll dice

reflecting their level of capability in this instance

*

For example: This particular rock which needs to be lifted, is medium sized and reasonably heavy for one person, but it is also slick with moss, there are no easy hand-holds, and it’s wedged in quite badly, Overall:

– it presents a HIGH degree of DIFFICULTY 5  The Rock will roll 5 dice

The character attempting to lift it is ABOVE AVERAGELY STRONG (ie: They roll 4 dice)

Two characters could attempt it together and combine their STRENGTH Rolls but it could be ruled that there isn’t much room and so they’d suffer a penalty of -1 die each, or whatever seems reasonable and agreeable.

 

This algorithm can be applied to any conceivable ability and/or problem.

– Application only requires common sense.

  • Note that a roll of all 1s can be considered a Fumble, a fuck-up; and some extra penalty may be imposed on top of failure.

 

  • Similarly, a roll of all 6s, can be considered a Fluke, a lucky shot; and may earn some extra bonus to success.

 

  • Extra Dice (or constant numbers) can be added or subtracted for things which enhance or impede performance

 

 

FOR EXAMPLE

Example 1:

  • A character is trying to shove open a door which is jammed. They possess above average strength: – they can roll 4 dice.
  • The door, however, is quite badly stuck, the hinge rusted and presents an obstacle of high difficulty: – the door will roll 5 dice
  • They both roll. The character rolls a 12, the door rolls a 10. 
  • They are just able to slowly push the door open. 
  • An alternative outcome: –  the door rolls 18 and they only roll 8. The door doesn’t budge at all.
  • They may, of course, try again, but it may be ruled that a third attempt requires a short rest first, or will be attempted at -1 die due to becoming fatigued.

Example 2

  • Character B attempts to punch Character A in the head. Character A attempts to dodge the punch. 
  • Chracater B has a High level of ability with the SKILL Strike/Parry they roll 5 dice.
  • Character A, has a Very High level of ability with the SKILL Evade – they roll 6 dice,
  • Person A rolls higher than B (22 to 13) and so they Evade the punch easily.

Example 3

  • A character throws a fist-sized rock, hoping to hit the trunk of a tree. Their ability THROW is Above Average , they may roll 4 dice.
  • The tree, however, is 20 metres away (60′) and only waist width at its widest; and so it is agreed that this presents a High degree of difficulty.
  • In addition it has begun to rain heavily. Making the challenge Very Highly difficult. The tree will roll 6 dice.
  • Or perhaps the tree can roll 5 dice + 3 (ie: add 3 to the roll) if that seems fairer
  • Also – whatever they are trying to THROW, can potentially increase either the difficulty or their ability dice.
  • A too-heavy rock versus a javelin, for example. Inventory can boost skills or abilities.

 

 

[Most RPGs use Fixed Probability. eg: roll d20 and beat 14 – which is not how the universe works. Chaos matches typical performance against a World where tiny changes in initial conditions can radically alter outcome ]