2 Clacky Cubes

a MOSAIC Strict resolution module

Introduction

2 Clacky Cubes takes a time-tested resolution system and makes in-line with the Mosaic Strict guidelines, free to be used with any tabletop game you see fit, adding some commentary and examples on how it might be used at the table. All you need is two six-sided dice (abbreviated as 2d6) and a situation where one or more characters attempt a task that has an interesting chance of failure. In many traditional games this may be called for by a Game Master (GM), but depending on how your table plays – this could be other players or perhaps even be yourself.

Setup

Before resolving anything, the table needs to be clear about the present situation. Communication in tabletop games can be difficult, so the entire table is encouraged to ask questions, clarify, and negotiate until everyone has an understanding of the following:

  • Conflict – what is the overall situation, what threats and challenges exist?
  • Intent – what is the overall goal the character is trying to accomplish? What impact will this have on the situation?
  • Task – what actions are the character taking to reach the stated intent? What tools are they using? Do they have any particular advantages or situational elements aiding them?
  • Risk – what does the potential failure look like, or what will happen if the characters do not act or react? What disadvantages and conflicting elements are at play?

Basic Resolution

Once the above is understood, the player picks up and rolls 2d6. If the total sum showing on the dice results in 8 or greater (written as 8+) they have succeeded at their intent. Any less and what they were risking manifests.

Using this basic resolution system there are no “modifiers” and nothing is added or subtracted from a roll, instead the table adjusts how effective the character is at succeeding in their intent, or scaling the amount of risk involved.

We have a character on the run from some guards in a fortress they were infiltrating. It’s a rainy night, and as they round the corner they discover a dead end. Looking up they estimate a climb is doable, and the thorny overgrown vines may pose a problem. But because of their sleek, black cloak, if they can just get beyond the walls of the fortress there’s no way any guards will be able to spot them in the field under the dark of night.

With the guards in fast pursuit, the table decides that because of the storm failure means the character will fall flat on their back, leaving them prone when the guards arrive, and the large thorny growth on the wall will tear through the cloak they are wearing, ruining it for the time being.

Advanced Resolution

The Basic Resolution system can work perfectly for most games, but there are groups that prefer modulating the chance of success based on contributing factors, rather than just adjusting the outcome.

To do this – the table should take note of each disadvantage imposing on the conflict and assign a value of -1 to the upcoming roll. If the GM/group would say the negative circumstance as being “very” disadvantageous – make it -2, and the most extreme would net a -3.

Now go about the same process for advantages, skills, gear, etc. that the character may have – adding +1 for most benefits, +2 for large ones, and +3 for massive boons.

Add the net result to the roll, and again if the outcome is 8+, the intent is achieved, otherwise the consequences of the risks are suffered.

In our above example, with the knave running from guards looking to scale a wall covered in sharp vines in the middle of a rainstorm, the GM decides that both the rain and the vines net the character -1 each. The player notes that the character has a background as an acrobat and is thus skilled in climbing – giving a +1 advantage. This nets the character an end result of -1 to their roll.

Some tables may wish to gauge certain tasks as being inherently easier or harder from the initial premise, before considering further modifiers. If this is useful for your group the following table is suggested to modify rolls with:

Task DifficultyRoll Modifier
Very simple+4
Easy+2
Risky0
Hard-2
Extremely difficult-4

Contested Resolution

When multiple sides are in conflict, and each side wishes to roll (for example if two player characters are arm wrestling), every side does so.

If only one side succeeds – they achieve the full intent of their task. If more than one side succeeds, whoever rolled highest gets most of their intent, but at a compromise, as the other successful parties achieves a small amount of their intent.

Ties or all sides failing results in a stand-still, or if the referee/table finds both sides suffering their risk more interesting, the side that rolled lowest faces more of what they were risking than those who failed with a higher result.

A goblin is racing to grab a priceless vase and make off with it. An elf guard wishes to physically impose on the goblin and apprehend them from doing this. The goblin rolls an 10, while the elf rolls an 8. So both succeed, but the goblin succeeds “better.” The group decides this means the goblin has snatched up this vase, but the guard dove and grabbed onto the goblins leg, being dragged behind and slowing their escape.

Aiding Others

Whenever characters are directly helping another in a conflict, consider all allies as an advantage for the character in conflict, reducing the risk and/or heightening the impact success has, when using the basic resolution method. Or by adding to the character’s die roll based on how impactful the table finds their aid when using the advanced resolution.

A character is trying to force open a door by ramming into it. One of their allies decides to stand alongside them and batter the door in unison. 

When using Basic Resolution – the referee/group decides that this would allow the party to breach the door in one strike instead of several, surprising anyone on the other side of the door.

If using the Advanced Resolution – we decide the ally, while not particularly strong, is enough to help the endeavor – giving the first character +1 to their roll.

When characters are aiding others in an indirect fashion, each character must roll their own contest, with success benefiting later conflicts they are aiding. This is for situations such as when a character is crafting an item for another to use, or when a character is securing a rope for another to traverse up a cliff.

Unlicense

To the extent possible under law, Justin Hamilton has waived all copyright and related or neighboring rights to 2 Clacky Cubes. This work is published from: United States.

But It’s Fiction All the Way Down!

One of the responses to Free Kriegsspiel-inspired adventure gaming that I see often is the idea that anything occurring in a tabletop game came about from individuals creating fiction. Either through pure fiat, or interpreted from prompts and random results, or directly from an author publishing pre-determined elements in the form of a module or like material.

Since this is obviously true, the argument is that it does not matter if the content is created via the Referee, or Players, or anyone else. And while this is true of some players, its extremely reductive of many players’ drive to game. This is not to disparage any particular playstyle, but I know for myself included I largely look to gaming as a method of participating in fictional exploration – either through the lens of a character discovering things, or as a Referee presenting a world and situation to the players and seeing how those worlds collide. Ben L. has a fantastic post going over this in detail. I like the “traditional” setup (although I think that term is a bit misleading) – a Referee communicates the world and adjudicates situations with input from whatever rules they feel like using, and the conversation at the table. The Players take on Characters to respond to this situation and interact with the present world, driving for their own goals.

Given this, saying “well why have the Referee be in charge of the world, what does it matter if Ref Sarah or Player Bob decides what’s in the treasure chest or what the villain’s plot is” to me reads a little bit like if an author of a novel stopped midway through, gave the reader a prompt, and said “ok you pen the next chapter.” Writing is a fun activity, I love to do it – but 99% of the time when I pick up a novel I’m looking to lose myself in a tale, not tell one myself.

The specific roles and responsibilities we take on while gaming can certainly vary, but reducing the whole experience down to an isolated look at the end result greatly diminishes the various joys one may find in the process of a particular style of play.