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Document 3

Resolution Mechanics

How uncertain actions are resolved within the Tactical Dice Game System

Purpose

This document defines how uncertain actions are resolved in the Tactical Dice Game System.

It establishes:

  • The core resolution formula
  • How stats interact with resolution
  • How opposed and non-opposed actions work
  • How ties are resolved
  • How critical outcomes function
Note: This document assumes a Luck value of 0. Luck modifications to resolution are defined in Document 4: Luck.

The Core Formula

All resolution in TDGS uses a single formula:

d20 + (Your Stat − Their Stat) + Modifiers >= 11

That's it.

  • d20: The resolution die
  • Your Stat: The relevant stat for your action
  • Their Stat: The relevant stat for their defense (or a virtual stat for non-opposed actions)
  • Modifiers: Equipment, temporary effects, situational bonuses
  • 11: The fixed threshold. Always.
Decimancer
DecimancerD10

"One formula. One threshold. Infinite possibilities. I ran the numbers—it's elegant."

Meet Decimancer →

Why 11?

The threshold never changes. There are no difficulty classes to look up, no variable targets to calculate. The difficulty of an action is embedded in the stat delta, not a shifting goalpost.

Equal stats at zero modifiers = 50% success. The math is transparent.

Natural 1 and Natural 20

Natural 1 always fails.

Natural 20 always succeeds.

Always. Regardless of math.

A peasant can strike a god. A god can fumble against a peasant.

The dice have final say.

"The universe has rules. I have a natural 20. Guess which one wins."

Sir Critsalot
Sir CritsalotD20

Stat Pairings

Each action type uses one attacking stat versus one defending stat.

Physical Actions

ActionAttacker UsesDefender Uses
Melee strikeSTRREF
Ranged attackDEXREF
Grapple / shoveSTRSTR
Chase / fleeMOVMOV
Hide / stealthDEXWIS
Spot hiddenWISDEX

Mental Actions

ActionAttacker UsesDefender Uses
Persuade / intimidateCHAWIS
Deceive / bluffCHAINT
Resist fear / charm—WIS

Magical Actions

ActionAttacker UsesDefender Uses
Arcane magic (learned)INTWIS
Divine magic (intuitive)WISWIS

Resistance Actions

ActionDefender Uses
Resist poison / painCON
Endurance contestCON vs CON

Knowledge Actions

ActionStatAgainst
Recall knowledgeINTVirtual Difficulty
Tetrahex the Obscure
Tetrahex the ObscureD4

"Every action has a counter. Every stat has a rival. Know the pairings, know the odds."

Meet Tetrahex the Obscure →

Extending Stat Pairings

These pairings are defaults. Game Masters may create additional stat pairings appropriate to their setting—technology, psionics, specialized skills, or other systems.

The formula remains constant. Only the stats change.

Non-Opposed Actions

When there is no defender, the GM assigns a virtual stat representing the difficulty of the task.

d20 + (Your Stat − Virtual Stat) + Modifiers >= 11

The virtual stat answers: "If this obstacle were an entity, what would its relevant stat be?"

Examples

TaskStat UsedVirtual StatInterpretation
Pick a simple lockDEX5Trivial mechanism
Pick a quality lockDEX10Professional security
Pick a master lockDEX15Expert craftsmanship
Climb a rough wallSTR6Easy handholds
Climb a sheer cliffSTR12Demanding terrain
Recall common loreINT4Widely known
Recall obscure loreINT14Specialist knowledge
Future Note: Items may have inherent difficulty stats defined within the item system. A lock might have a built-in DEX value rather than requiring GM assignment.

Contested Resolution

When two entities directly oppose each other, both perform a resolution roll.

Entity A: d20 + (A's Stat − B's Stat) + A's Modifiers

Entity B: d20 + (B's Stat − A's Stat) + B's Modifiers

The higher total succeeds. The lower total fails.

If the action is asymmetric (attacker vs defender), only the attacker rolls. The defender's stat creates the delta.

If the action is symmetric (grapple vs grapple, chase vs chase), both entities roll.

Contested Ties

When two contested rolls produce the same total, ties are resolved based on the type of contest.

Physical Contests

Grapple, melee, chase, and other physical contests:

REF → LUK → d2

Higher Reflex wins. If Reflex is equal, higher Luck wins. If both are equal, flip a coin.

"When skill is equal and luck is equal, I'm all that's left. Heads or tails, someone wins."

Flippity Cent
Flippity CentD2

Magical Contests

Spell vs spell, or any magical opposition:

LUK → d2

"Magic is inherently chaotic. Fortune favors whom it will, when it will."

Nyxara Tidelight
Nyxara TidelightD12

Critical Outcomes

Critical outcomes occur only on natural 1 or natural 20.

Resolution and magnitude are always separate.

Critical Success (Natural 20)

Resolution: Automatic success, regardless of the math.

Magnitude: Roll d4.

d4Effect
1Normal success
2Minor bonus
3Notable bonus
4Major bonus

Critical Failure (Natural 1)

Resolution: Automatic failure, regardless of the math.

Magnitude: Roll d4.

d4Effect
1Normal failure
2Minor consequence
3Notable consequence
4Major consequence

For detailed critical effect examples (damage scaling, duration, area, healing), see Document 1: Dice & Uncertainty - Critical Effect Examples.

Flamey Eight-ball
Flamey Eight-ballD8

"A critical isn't just success or failure—it's the universe paying attention. The d4 decides how much."

Meet Flamey Eight-ball →

Principle

d20 = Resolution (did it happen?)

d4 = Critical magnitude (how extreme?)

These are always separate rolls. The d20 never determines magnitude. The d4 never determines resolution.

The specific effects of minor, notable, and major outcomes are defined by the relevant system (combat, skills, GM discretion).

Modifiers

Modifiers adjust the resolution roll. They come from multiple sources:

Final Roll = d20 + (Stat Delta) + Equipment + Temporary + Situational

Modifier Sources

SourceTypeExamples
Stat DeltaYour stat − Their statDEX 8 vs REF 5 = +3
EquipmentWeapons, armor, tools+2 sword, +1 lockpicks
TemporaryBuffs, debuffs, conditionsPotion +2, Blinded −4
SituationalPositioning, environmentHigh ground +2, darkness −2

Equipment Dice (Optional)

Equipment may grant modifier dice instead of flat bonuses:

QualityModifier
Mundane+1 or +2 (flat)
Quality+d4
Exceptional+d6
Legendary+d8 or +d12

This makes gear feel variable and impactful without changing the core formula.

Multi-Entity Situations

Numeric advantage is resolved through action economy, not roll bonuses. Six attackers against one defender means six separate resolution rolls, not one enhanced roll.

"ONE AGAINST MANY? MANY AGAINST ONE? THE MATH DOES NOT CARE. EACH ROLL STANDS ALONE. ONLY THE COUNT OF ROLLS CHANGES."

Hundröd the Uncountable
Hundröd the UncountableD100

Positional Modifiers

SituationModifier
Flanking (2 attackers, opposite sides)+2 to attackers
Surrounded (3+ attackers, no escape route)+4 to attackers

These are situational modifiers and stack with normal resolution.

Multi-Target Actions

Some skills allow a single action to affect multiple targets. Resolution for multi-target actions is defined in the Skills system.

Success Rate Table

For reference, here is the relationship between delta and success rate:

DeltaNeed on d20Success Rate
−9 or worse205%
−819+10%
−718+15%
−617+20%
−516+25%
−415+30%
−314+35%
−213+40%
−112+45%
011+50%
+110+55%
+29+60%
+38+65%
+47+70%
+56+75%
+65+80%
+74+85%
+83+90%
+9 or better2+95%
Note: The system naturally bounds between 5% (nat 20 only) and 95% (only nat 1 fails).

Deferrals and Dependencies

This document intentionally does not define:

  • Luck modifications: How LUK −10 to +10 alters resolution (see Document 4: Luck)
  • Action economy: How many actions per round, instants, interrupts (see Document 6: Action Economy)
  • Combat specifics: Damage, armor, death states (see Document 8: Combat)
  • Skill specifics: What specific skills do, skill levels (see Document 7: Abilities)
  • Item system: Equipment stats, item creation (see future document)
  • Critical effect details: What "minor bonus" means in combat vs persuasion (see relevant systems)

Document Status

Status: Canonical

This document defines the core resolution mechanics for TDGS. All resolution in the system uses the formula established here. Later systems (combat, skills, magic) build upon this foundation but do not alter it.

Changes to this document should be rare, deliberate, and backward compatible.