Our upcoming rpg Triune uses a new mechanic called the Effort System. Thanks to a very kind and smart gentleman in the UK, the system just got better.
Here’s how it works. At the core, it’s very simple: Roll 1d10 against a target number; equal or lower is success; and higher is failure. This is called the Tell Die roll, because that d10 tells you whether you succeeded or failed. However, things get more strategic with the introduction of Effort Dice.
Effort Dice are 1, 2, or 3d6 used to represent how much effort you are putting into the task at hand. They don’t affect your chances–that’s solely the purview of the Tell Die–but they affect the level of success or failure. Players decide whether to roll 1, 2, or 3 Effort Dice, and for each Effort Die rolled, 1-3 means a success and 4-6 means a failure.
- If your Tell Die was a success, one successful Effort Die means a Basic Win; two successful Effort Dice mean a Major Win; and three successful Effort Dice mean a Critical Win. Any failed Effort Dice are ignored.
- If your Tell Die was a failure, one failed Effort Die means a Basic Loss; two failed Effort Dice mean a Major Loss; and three failed Effort Dice mean a Critical Loss. Any successful Effort Dice are ignored.
The Effort System gives players have some control over the degree of success or failure. If a player really needs a big success on a roll, they can use all three Effort Dice. However … if you fail, you risk a big failure. You cannot get a chance at a Critical Win without a chance at at Critical Failure. Players manage risk in the Effort System–it’s their choice how much to reach for.
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