**PURPOSE**1. To create a simple and easy mechanic to DM 1 shot missions where characters feel competent and like experts in their field.

2. To provide a fast paced experience that revolves around the quality of emotes and story instead of the exactness of dice and modifiers.

SUPER SIMPLE

You will roll 2d6 for everything!

**FOUR BASIC MOVES**No matter what action you emote, when you roll 2d6, it will be for one of these four basic moves.

- ATTACK
- DEFEND
- OVERCOME
- CREATE ADVANTAGE

Each of the basic actions are resolved with 2d6 roll. The four basic moves are ATTACK, DEFEND, OVERCOME and CREATE ADVANTAGE. If there is a shady individual fifty meters in front of your position with a weapon protruding from his trench coat and you want to ATTACK; emote first then roll 2d6. Maybe you don't want to attack, perhaps you are the type to watch first and fire second. You want to gather intel; no problem emote first how you CREATE ADVANTAGE and roll 2d6. Oh snaps! He spotted you and you are taking fire; emote how you DEFEND and roll 2d6. It seems his buddies are closing in on your position, but you know how to overcharge the power grid and shock those buggers before they get to you; emote how you OVERCOME the grid safety protocol and roll 2d6.

That's it. Nothing else to know. Simple!

Spoiler: How Does It Work?Show

**WHAT HAPPENS WHEN I ROLL**For every roll there are three possible outcomes.

- On a 10 or higher: you succeed with style!
- On a 7-9: you succeed but at a cost
- On a 0-6: you fail and the gm makes a hard move

All the rolls are player facing, meaning the GM never rolls the dice. There are three possible outcomes: success, success with a cost and failure. Using our previous outcome we can create an example for each of these outcomes.

- You see your target fifty meters in front of you with a weapon protruding from his trench coat. You emote - "I sink down into a kneeling squat, raising my weapon into my shoulder and aim, holding by breath for three seconds before firing." - Then you roll 2d6. The GM will emote the outcome.
__On a 10 or higher__, the GM may say "The shot sings true, ripping into the flesh of the target and exiting out his back, dropping him to the ground immediately."__On 7-9__, "You hit, dropping the target to his knees, he scurries behind the nearby stack of boxes. The shot gives away your position, the target returns fire."__On 0-6__, "Your shot sails wide right giving away your position. The target immediately returns fire hitting you for 1 hp."

**HOW MUCH HEALTH DO I GET**All characters have five HP.

You start with five HP. Each successful attack does one HP of damage. The small amount of HP is for two reasons. First, it keeps the combat from lasting 3 hours. Second, it gives more weight to the combat. Sometimes running away is the better option.

**THIS SEEMS TO SIMPLE?**It really is!

The GM is looking for one of the 4 basic moves when you emote. If the GM sees it AND it makes the story interesting they will have you roll 2d6. The GM will describe the result. This keeps the game moving at a faster pace then other systems. It eliminates cumbersome math. And reflects the competency of the characters! More on that in the spoiler below.

Spoiler: 2d6 vs d20Show

Written by Secret DM (click for source)

Systems: d20 vs 2d6

If you’ve been around the Tabletop RPG block for a while, you’ll know that there are quite a few dice systems around. The d10’s, the d12’s, the descending dice(using a single d12, d10, d8, d6 for different skill roles), but lets focus on the d20 and 2d6 systems.

This mostly comes up because of how popular Dungeons and Dragons made the d20 system(which was coined back in 2000), vs FATE and it’s take on the less, but still popular, 2d6 system its known for.

Variance and Math

The biggest comparison here is the variance in the rolls. d20 has a 1/20 chance(duh) for each individual dice; however in contrast 2d6 does not have 1/12, as two dice automatically make the range 2-12. So each result is a possible 1/11.

However that’s only if you followed the simple math.

Some knowledge of permutations and combinations and individual chancing of each die face lead us with this equation:

(6 + 2 - 1)! / 2!(6-1)!

or 7! / 2!5!

This simplifies to:

7*6 / 2 or 21. 21 different dice results. Despite this slightly higher variance than the d20 system, the final results of the die in the 2d6 system end up gravitating towards the central results.

You can look at the results more closely: here. However you’ll find our final tally of results end up being:

02 = 1/21 or 4.7%

03 = 1/21 or 4.7%

04 = 2/21 or 9.5%

05 = 2/21 or 9.5%

06 = 3/21 or 14.3%

07 = 3/21 or 14.3%

08 = 3/21 or 14.3%

09 = 2/21 or 9.5%

10 = 2/21 or 9.5%

11 = 1/21 or 4.7%

12 = 1/21 or 4.7%

Note how the results end up gravitating towards the center. Unlike a d20 system that has a flat 5% chance for every result, 2d6 has a higher likelihood of average results + bonuses.

To look at what these mean, we’ll have to look at bonuses and dc’s.

Bonuses

Bonuses in 2d6 games tend to be around 3-7, higher variants are possible(such as a +11 or +14 in magical burst) but not common.

Bonuses in d20 games such as Pathfinder tend to… Well be all over the place. Typically if it’s a skill you’re good at, around level 6-8 you should be between +10 to +17.

Difficulty Checks

There’s two separate scaling factors for dice rolls, each unique(kinda) to each system.

2d6: 12, 14, 16, 18, 20

d20: 10, 15, 20, 25, 30

Variants of dc’s, subject to the dm, typically lie in this range.

What does this mean?

2d6 games have average rolls, typically lower dc’s and average bonuses.

d20 games have high varying rolls, typically medium to high dc’s and fluctuating/wild/high variant bonuses.

From a design standpoint 2d6 games tend to result in average successful rolls. Meaning most of the time you’re quite likely to pass and particularly high or low rolls are actual rare cases of bad luck.

On the opposite end of the spectrum, d20 games have high variant rolls, or rolls that tend to fluctuate all over the board and is definitely more luck based. Bonuses are high to either help curb a failure from being too bad, or help push a successful roll over the top.

Conclusion

With more progressive success patterns, 2d6 is more for the roleplayers and storytellers for progressing a story in a steady direction. Rolls will typically succeed for your players and will lead to a generally good time had by all, kind of like a picnic.

However, d20 systems are more for the players that like the risk, the chance of absolute failure and success literally at the stop of a dice roll. Failures are brutal and devastating with heavy results, but a success is powerful and over-the-top, leading to amazing emotional highs. The rollercoaster of tabletops.

What system you play is of course up to you and dependent on the players. Just note that d20 systems are definitely meant more for those that can handle those low moments just as well as the highs.

Systems: d20 vs 2d6

If you’ve been around the Tabletop RPG block for a while, you’ll know that there are quite a few dice systems around. The d10’s, the d12’s, the descending dice(using a single d12, d10, d8, d6 for different skill roles), but lets focus on the d20 and 2d6 systems.

This mostly comes up because of how popular Dungeons and Dragons made the d20 system(which was coined back in 2000), vs FATE and it’s take on the less, but still popular, 2d6 system its known for.

Variance and Math

The biggest comparison here is the variance in the rolls. d20 has a 1/20 chance(duh) for each individual dice; however in contrast 2d6 does not have 1/12, as two dice automatically make the range 2-12. So each result is a possible 1/11.

However that’s only if you followed the simple math.

Some knowledge of permutations and combinations and individual chancing of each die face lead us with this equation:

(6 + 2 - 1)! / 2!(6-1)!

or 7! / 2!5!

This simplifies to:

7*6 / 2 or 21. 21 different dice results. Despite this slightly higher variance than the d20 system, the final results of the die in the 2d6 system end up gravitating towards the central results.

You can look at the results more closely: here. However you’ll find our final tally of results end up being:

02 = 1/21 or 4.7%

03 = 1/21 or 4.7%

04 = 2/21 or 9.5%

05 = 2/21 or 9.5%

06 = 3/21 or 14.3%

07 = 3/21 or 14.3%

08 = 3/21 or 14.3%

09 = 2/21 or 9.5%

10 = 2/21 or 9.5%

11 = 1/21 or 4.7%

12 = 1/21 or 4.7%

Note how the results end up gravitating towards the center. Unlike a d20 system that has a flat 5% chance for every result, 2d6 has a higher likelihood of average results + bonuses.

To look at what these mean, we’ll have to look at bonuses and dc’s.

Bonuses

Bonuses in 2d6 games tend to be around 3-7, higher variants are possible(such as a +11 or +14 in magical burst) but not common.

Bonuses in d20 games such as Pathfinder tend to… Well be all over the place. Typically if it’s a skill you’re good at, around level 6-8 you should be between +10 to +17.

Difficulty Checks

There’s two separate scaling factors for dice rolls, each unique(kinda) to each system.

2d6: 12, 14, 16, 18, 20

d20: 10, 15, 20, 25, 30

Variants of dc’s, subject to the dm, typically lie in this range.

What does this mean?

2d6 games have average rolls, typically lower dc’s and average bonuses.

d20 games have high varying rolls, typically medium to high dc’s and fluctuating/wild/high variant bonuses.

From a design standpoint 2d6 games tend to result in average successful rolls. Meaning most of the time you’re quite likely to pass and particularly high or low rolls are actual rare cases of bad luck.

On the opposite end of the spectrum, d20 games have high variant rolls, or rolls that tend to fluctuate all over the board and is definitely more luck based. Bonuses are high to either help curb a failure from being too bad, or help push a successful roll over the top.

Conclusion

With more progressive success patterns, 2d6 is more for the roleplayers and storytellers for progressing a story in a steady direction. Rolls will typically succeed for your players and will lead to a generally good time had by all, kind of like a picnic.

However, d20 systems are more for the players that like the risk, the chance of absolute failure and success literally at the stop of a dice roll. Failures are brutal and devastating with heavy results, but a success is powerful and over-the-top, leading to amazing emotional highs. The rollercoaster of tabletops.

What system you play is of course up to you and dependent on the players. Just note that d20 systems are definitely meant more for those that can handle those low moments just as well as the highs.

If you want to add more personality to your character AND keep the math at a minimum read below.

**WAIT!!! WHAT ABOUT MY SPECIAL ABILITY**We will call special abilities Advanced Moves. Advanced Moves follow the same 2d6 roll as above.

- On a 10 or higher: you succeed with style!
- On a 7-9: you succeed but at a cost
- On a 0-6: you fail and the gm makes a hard move

In addition Advanced Moves do one of three things.

Add +2 damage

Add +2 heals

Add +2 to a roll

As characters progress and learn new skills or abilities they are listed under Advanced Moves. They can grant ONLY one of the following: bonus damage, bonus heal or bonus to a roll. An advanced move can be flavored as anything: force choke ability (+2 dmg); field surgery (+2 heal); slicing a computer (+2 to a roll).

Advanced Moves should be based on backstory and deeply personal to your character. Choose an Advanced Moves that is cool when it succeeds AND when it fails. Advanced Moves can be used repeatedly as long as the Advanced Moves applies. In order to keep its flavor I suggest you choose a Advanced Moves that can fit in the following sentence structure. "Because of _______, you can do ______."

- Example: Buckle Up! - "Because of your time in the navy, you can perform evasive maneuvers when flying."
- On a 10 or higher: you dip, climb and barrel roll with ease. No one has ever seen a ship pilot pull that many G's without buckling before.
- On a 7-9: you evade but something inside the ship didn't fare to well.
- On a 0-6: you fail and the gm makes a hard move

**LONG TERM PROGRESSION AND CAMPAIGNS**Long term progression is reflected by tiered Moves. Each subsequent tier grants a stronger effect. The number of moves available for each tier is up to the GM. As well as the name for each tier. The tiers can be titled any way the GM wants. Instead of Advanced Moves it can be titled Recruit and instead of Ultimate Moves it can be titled Pirate Legend.

__Basic Moves__

- Attack
- Defend
- Overcome
- Create Advantage

__Advanced Moves__

- Custom Move
- +2 damage
- +2 heal
- +2 roll

__Superior Moves__

- Custom Move
- +3 damage
- +3 heal
- +3 roll

__Mastery Moves__

- Custom Move
- +4 damage
- +4 heal
- +4 roll

__Ultimate Moves__

- Custom Move
- +5 damage
- +5 heal
- +5 roll

MY APPRENTICE WANTS TO FIGHT ME AND I'M A DARTH, HOW DO I MAKE SURE I WIN?

A bit tongue in cheek, but PVP is simple as well.

PvP between equal opponents is just roll for initiative and the highest roll emotes an attack first then roll 2d6. The defender rolls 2d6 and emotes the outcomes. If the attackers roll was higher than the defender the defender takes a point of hp damage. If the defender's roll was higher the defender succeeds on defense and then emotes an attack and rolls 2d6. Each Basic Attack is worth 1 point of damage. Advanced Moves may grant bonus damage.

PvP between apprentice and a darth. You should be able to use the same process as above. The Darth will have access to more effective moves. But the Darth in this scenario, most likely wants a larger power gap and its very simple to do. The apprentice rolls 2d6 and the Darth rolls 5d6 (or whatever number the two agree to.)

Example

Recruit: 1d6

Acolyte: 2d6

Apprentice: 3d6

Lord: 4d6

Darth: 5d6

Adjust the number of dice until you are mathematically comfortable that you won't lose.