Commit 621e90

2026-06-13 08:05:17 muragami: Add challenge levels
regulus/rudimentary rules.md ..
@@ 27,9 27,9 @@
The player may now also find additional Leverage towards the outcome. This means that if they have more rules on their sheet that apply in this situation, they get Leverage on their roll for each one, up to a maximum of three. For each Leverage in excess of the first, the player can choose one of the options for the rolls below:
* Add one additional die to the roll.
+ * Replace one of the rolled dice with an eight-sided die.
* You may discard a single result of 1 from the roll.
* You can re-roll one rolled die.
- * Replace one of the rolled dice with an eight-sided die.
* Mark up Luck.
Each of these options is available only once in a contest. The player may now also decide to ==spend one Fortune token== to add one additional die to the roll (this can be combined with the die option above to get 3 dice in total).
@@ 44,18 44,28 @@
| 4 | Possibly | Maybe |
| 5 | Yes | Possibly |
| 6 | Yes! | Yes |
- | 7+ | Yes!! | Yes! |
+ | 7+ | Yes! | Yes! |
The outcome in the result table is a direct indicator of whether the player gets what they want for their character. That said, each result that isn't as simple as No or Yes needs some clarity:
- - **Maybe**: Things got complicated, and the outcome isn't immediately in favor of the character. The Director creates the complication in narration, and the player can either accept a result of **No**, or push the contest. If choosing to push, re-roll with one more die (max of 3) and move right on the rolling table if possible (Favored becomes Means, Means becomes No Means).
- - **Possibly**: An issue has arisen. The Director (or player with Director approval) creates an interesting issue that results from the narrative of the contest and then either accepts that issue to earn a **Yes** result or does not and takes a **No**. Taking a No avoids the issue.
- - **! - Exclamation**: This is narrative code for 'and'. A **Yes!** result is 'Yes, and ...' where the player gets even more than they wanted in the end. **No!** is 'No, and ...' where not only did the player not get what they want but now an issue is narrated (like Possibly but no choice here).
- - **Hell No**: Where to start! Well this result has gone sideways in the kind of way where the character might be telling stories about the incident for years to come. Crowd source this kind of disaster of an outcome with the playing group with Director as final approval.
+ * ==Maybe==: Things got complicated, and the outcome isn't immediately in favor of the character. The Director creates the complication in the narration, and the player can either accept the result of No or push the contest. If choosing to push, re-roll with one more die (max of 3), using the 0 leverage column.
+ * ==Possibly==: An issue has arisen. The Director (or a player with the Director's approval) creates an interesting issue that arises from the contest's narrative, then either accepts that issue to earn a Yes result or does not and takes a No. Taking a No avoids the issue.
+ * ==! - Exclamation==: This is narrative code for 'and'. A Yes! result is 'Yes, and ...' where the player gets even more than they wanted in the end. No! is 'No, and ...' where not only did the player not get what they want, but an issue is now narrated (like 'Possibly, but no choice here').
+ * ==Hell No==: Where to start! Well, this result has gone sideways in a way where the character might be telling stories about the incident for years to come. Crowd source this kind of disaster of an outcome with the playing group, with the Director having final approval.
+
+ ### Paying Luck
+
+ If the contest has 0 Leverage, the player may pay 1 level of Luck to create 1 Leverage. The Director and player create a lucky circumstance that provides that for the contest.
+
+ ### Challenge
+
+ If the Director thinks the outcome is particularly unlikely, because the contest in the fiction is exceedingly difficult, for example, they may give it levels of challenge:
- **Paying Luck**:
+ 1. Use one level of challenge for a quite difficult or unlikely outcome.
+ 2. Use two levels of challenge for a contest that is wildly unlikely or challenging.
+ 3. Use three levels of challenge for a Herculean, almost impossible contest.
- - If the contest has 0 Leverage, the player may pay 1 level of Luck to create 1 Leverage for the contest. The Director and player create a lucky circumstance that provides that for the contest.
+ For each level of challenge, the Director rolls a six-sided die; if it comes up 4+, the player's roll result is reduced by 1 (gets a -1 penalty).
## Checks
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9