Daring Adventures: Task Resolution
Task Resolution Overview
Task resolution in Daring Adventures is basically a player or the game master rolling 2D6 in an effort to add the die total together and meet or beat a set Target Number. This changes a bit because both Attributes and Backgrounds can add to rolls, and because bonuses and penalties can alter the roll result. The concept that makes this a high adventure game is the Extra Die. All PCs and all Enemies (the ultimate villains of any story) always roll an extra die when attempting a task. This extra die adds more possibilities into the pool, even though you must keep and add together only two dice.
Odds of an average roll
Think about it like this, the average TN is 9. Characters who roll 3D6 will roll a total of 9 roughly 52% of the time. Lesser characters, henchmen, right hand men, etc. who only get to roll 2D6 will hit this TN roughly 28% of the time without bonuses from attributes and backgrounds.
The amount by which your roll exceeds the TN is called the Result, and determines degree of success. However, without the use of a Background, this is capped at 4! So, heroes and major villains are more likely to succeed at even difficult tasks, and they are capable of being quite potent even with no training. However, nothing is a substitute for training or specialty.
Being specialized is different than having a bonus. There are 3 ranks of specialty, but it amounts to minor mechanical benefits for the first two levels. One of those benefits raises your Result cap by 1, another keeps you from giving the GM resources when you spend Effort, the PC’s currency to alter the odds in their favor. The last rank of Specialty, Master, gives you an Extra Die. Which means that you gain even more possibilities when making a roll. So with 4 dice, your odds of hitting 9 go up to 69%.
Thoughts about an odd gentleman
Looking back at Dr. Odd’s statistics, this means that your PCs have a decent shot at hitting him with a gun or their fists, cover and minions not withstanding. However, to cow Dr. Odd is a difficult task, with his Will Defense of 13, which serves as the TN to intimidate, brow beat or awe him. He isn’t extremely easy to trick either with a Savvy Defense of 11. A practiced hand or charismatic individual definitely has an easier time of it, but it isn’t certain.
One might say that Dr. Odd’s lack of a relevant background means he should have a poor familiarity with firearms, so the GM can expect to roll 3D6 +2 (using his natural Perception) on all attempts to hit the PCs with his revolver. In case you were wondering, he will hit TN 9, the default TN for anybody with an Agility of +0, roughly 90% of the time. It’s often going to be the case that the amount he exceeds the TN by is more important.
So, how do Attributes and Backgrounds figure in?
Characters have several predefined attributes, and often several player or game master defined backgrounds. Both of these types of character statistics provide a bonus to the character’s rolls. For example, a character with a +4 Attribute gets to add that entire value to any roll that requires that attribute. A character with a +1 Background gets to add that value to any relevant roll as well. Attributes range from -3 to +7, while Backgrounds range from 0 (non-existant) to +8. It is rare, and frankly very expensive, to build a character with a bonus higher than +4 in either of these types of statistics. Also, while you can have an unlimited number of backgrounds, you can only add one to any given roll. Also, if you attempt to apply a background to a roll to which it is at most partially relevant, then you suffer a -2 rank penalty. Thus, if you have a Sailor background, it is assumed you know something about bar room brawls, and perhaps even deck fighting, but you aren’t an expert. So your Sailor +3 background becomes a +1 bonus in those instances.
Background ranks, half of them in fact, raise the Result Cap from 4. So Dr. Odd’s Scientist +5 background means that he has a Result Cap of 7 for any roll involving a scientific discipline or research tied to the scientific method. As the GM can make a case that his Scientist’s knowledge of anatomy indicates that he would have some advantage to carving an enemy up using his scalpel, it is considered at best Partially Relevant to a melee attack using that precision instrument, for a total bonus of +3. Because his rank is lower, his Result Cap is lower as well, only 6 for such attacks. Background relevance is important in other situations as well, such as active defense, but the most important function is to aid in making rolls.