Resolution

By now the player has declared their Strategy and the GM the Pain Pool or static difficulty as well as the Effectiveness and Risk, so it’s time to roll some dice.

This is a standard Attribute Roll which means the character will roll dice with the level of advantage on each attribute appropriate to the chosen Boon to use for that attribute and sum the total.

A Hero trying to sneak into a castle with a Strategy of tier 1 Broken Window for Power, Tier 2 Light Step for Precision and Tier 3 Secret Castle Tunnels for Possibility who has D12 for Power, D10 for Precision and D8 for Possibility will roll 2D12, 3D10 and 4D8 and sum the highest die of each type.

So if they rolled 8 and 4 on the D12s they would keep the 8. If they rolled 2, 9 and 5 on the D10s, they’d keep the 9. If they rolled 3, 7, 1 and 4 on the D8’s they’d keep the 7. Adding those together their die roll would be 24.

The GM would roll a number of D10s equal to the Pain Pool and sum the highest three.

The Castle has significant security with guard patrols and magical alarms, so the GM is rolling five dice in the Pain Pool. They roll 4, 10, 8, 7 and 2. After summing 10, 8 and 7 the Pain Pool totals 25, exceeding the Hero’s roll by 1.

Assuming the Castle and the Hero are considered to be of Similar Power for the purpose of sneaking, the Hero does not accomplish their Intent and takes one Consequence.

Dominant Narration Theme

Take a note of which pool (including Pain Pool) rolled the highest number, this should be used to inform the narration.
For example if Power rolled 4, Precision rolled 10, Possibility rolled 7 and the highest Pain die rolled 8, the Narration will likely be about precision of action, rather than one of the other three.

Criticals

By default, if the Hero exceeds the Pain Pool by 7 or more they achieve a Critical Success. Likewise, if the Hero rolls 7 below the Pain Pool they Critically failed.

The ramifications of criticals vary by effectiveness and are outlined in the Effect table. Criticals are a lot more common with amateurs flailing around than two masters dueling.

The group can increase or decrease the margin of success needed for a critical if the desire is to have more or fewer criticals in the game.

Effect Levels

Most Challenges only require a single Effect Level to overcome them, and so effect levels are of little consequence, however some Challenges are attached to Progress Clocks, and require a certain number of Effect Levels to overcome them.

Each Effect Level fills one wedge of the Progress Clock and once the Progress Clock is full the Challenge is overcome.