Crossroads MVP
Dice System
Crossroads System
Dice
This game uses a 3d6 system to determine the success of certain actions. These dice will be rolled together and the results added to find the total. Most rolls will require either 3d6 or 1d6. These may be affected by the modifiers detailed below and in the index. If “die” or “dice” is mentioned, it can sometimes mean d6 or a d3, but if it ever isn't clear, use a d6.
A d6 is a six-sided die. 3d6 means to roll three d6 and sum the results. d3 means to roll a six-sided die (d6) but halve the result (1 or 2 = 1 | 3 or 4 = 2 | 5 or 6 = 3)
Example | |||
A = | Advantage | Roll number more dice, remove least favourites. | a2 |
D = | Disadvantage | Roll number more dice, remove favourites. | d1 |
Modifiers
Modifiers are written as the letter followed by a number (a1, d2 etc). These are grouped into Advantage/Disadvantage. If a roll has both Advantage and Disadvantage, these values will cancel each other out until there is only one (or none). For example, a2 and d1 would become a1.
If a roll has Advantage/Disadvantage, this takes place before dice are re-rolled. This can be dice re-rolled from Fate Dice or from Dice Multiples.
Advantage and Disadvantage Examples
A player is asked to roll 3d6 with Advantage, or 3d6a1.
They roll 1 extra die (4d6) and then they remove 1 of the dice.
If they rolled5432 , they would remove the2 , for a total of 12 (543 ).
A player is asked to roll 3d6 with 2 Disadvantage, or 3d6d2.
They roll 2 extra die (5d6) and then they remove 2 of the dice.
If they rolled54321 , they would remove the5 and4 , for a total of 6 (321 ).
When in doubt, the GM can choose the dice.
— Advantage/Disadvantage and Damage
Because Damage is static in Crossroad MVP, Advantage lets you turn a D into a D or DD into a D.
Similarly, Disadvantage reduces damage by D or reduces a D into a D, etc.
— Type Modifiers
Certain attacks or abilities may have a type associated. This might interact with other effects, such as Resistance, Immunity, or Vulnerability.
This is explained further in the Combat — Taking Damage section.
Modifier Limit
Advantage/Disadvantage may never exceed 3 on a single roll. Any Modifiers beyond this limit are reduced to 3.
Example:
You may have 3d6 a3 but not 3d6 a4.
Skill Rolls
The majority of conflicts will be resolved with Skill Rolls. This includes climbing walls or attacking foes. Anything that has an outcome that is unclear will probably be resolved with a Skill Roll. There are multiple possible outcomes with different effects.
Success Value
The Success Value is determined by rolling 3d6, applying any Modifiers or Statistic, and then comparing the total sum to the chart below:
3d6 + Statistic + Modifiers = Success Value
Roll | Success | Value | Name |
1 - 5 | (−1) | Miss | |
6 - 10 | (0) | Weak Hit/Weak Miss | |
11 - 15 | (1) | Hit | |
16+ | (2) | Strong Hit |
Result
If there is no opposing roll, then the Result is equal to your Success Value. However, sometimes there is an Opposing Roll. When this is the case, the Result is modified by the Success Value of the Opposing Roll. Results are usually limited to being between −1 and 2.
Opposing Roll
An Opposing Roll occurs when one character attempts to avoid the action of another character. This might be an attempt to dodge an attack or an attempt to resist the effects of a spell.
The Success Value of the Opposing Roll is subtracted from the Success Value of the initial Skill Roll.
Examples: | ||||||||
Hit | (1) | − | (1) | Enemy Hit | = | (0) | Partial Success | (1 - 1 = 0) |
Weak Hit | (0) | − | (−1) | Enemy Miss | = | (1) | Success | (0 - (-1) = 1) |
Miss | (−1) | − | (2) | Enemy Strong Hit | = | (−1) | Failure | (-1 - 2 = -1) |
Opposed Roll Example:
An Elf with a Sword tries to attack an Orc with a Shield.
The Elf makes an Attack Roll against the Orc, rolling 3d6 and adding her [D]exterity Statistic.
She rolls 10 (532), adding 1[D] and scoring 11. It's a Hit (1)!
The Orc attempts to avoid the attack, making an Attack Avoidance Roll.
He can choose to Block, Dodge, or Parry, and decides to Block with his shield.
The Orc makes a Block Attack Avoidance Roll against the Elf's Attack, rolling 3d6 and adding the SV of his shield. He rolls 13 (641), adding 2 SV and scoring 15.
It's another Hit (1)!
Both parties rolled a Hit (1) so the Total Result is a Partial Success (0). (1 − 1 = 0)
The player can choose if they want this to be a Partial Success (0) or a Compensating Failure (0).
The GM will always let the player make the choice. If both parties are players, they can roll off or decide amongst themselves.
Skill Rolls are explained further in the Actions — Making a Skill Roll section.
Results
Results can be summarised as follows:
Success | Value | Name | Description |
(−1) | Failure | Action Failure, and possibly an additional complication. | |
(0) | Compensating failure | Action Failure, but with a benefit. | |
(0) | Partial success | Action Success, but with a complication | |
(1) | Success | Action Success | |
(2) | Great Success | Action Success, with additional benefit. |
(−1) Failure
Miss / "No"
The action fails. Whatever the character was trying to do, it’s unsuccessful. An attack misses or a spell fails to affect the target. The target isn’t spotted or the attempt at intimidation falls flat. When failing an Attack Avoidance Roll, the attempt at avoidance fails completely, possibly even making things worse. Sometimes a Failure results in damage taken, such as a Failure while climbing, which may result in a fall, or if attempting an Avoidance Roll, failing to avoid an attack. The GM will decide the outcome of Failure if it isn’t specified.
A Result of a Failure should not mean that nothing happens. It is highly recommended to have characters "Fail Forward" or have other complications arise upon a failure. The response to a Failure should not be an immediate "Try again".
(0) Compensating Failure
Weak Miss / "No, but..."
The task fails, but something is gained. When rolling for an offensive action, the action fails but an Advantage may be gained for future attempts or for another action. When rolling defensively, the enemy action might succeed, but an Advantage is gained for future avoidance attempts, or another opportunity presents itself.
Maybe an attack fails but grants an advantageous position, or an enemy attack gets through but leaves their defences open for a counter-attack. A spell might go off, but next time it won’t. A failure to climb a wall, but now the cause is clear and you have learned from your failure.
(0) Partial Success
Weak Hit / "Yes, but..."
Success, but at a cost. Maybe the attack is successful, but both parties took some damage. The spell might be successful, but took more effort and the caster is drained. It’s possible the jump is made, but something is dropped. The attack may hit, but only barely. Similar to Compensating Failure, this result has both a good and a bad. While Compensating Failure is a failure with an advantage, this is a success with a disadvantage. This may be damage taken, penalties to future rolls, or lost items. This is up to the GM.
Players usually choose between a Compensating Failure and a Partial Success. GMs can look at the Player Choices section within the Gamemastering Section for more information.
(1) Success
Hit / "Yes"
The action succeeds! The attack hits, the spell goes off, or the enemy is spotted. Whatever the Skill Roll was for, the result is good. Better than failure anyway.
(2) Great Success
Strong Hit / "Yes and..."
The action doesn’t just succeed, it surpasses expectations. The attack doesn’t just hit, the enemy is also knocked backwards or disarmed. The diplomacy session went so well that they even threw in extra for free. This result is just like a Success, but there is an added bonus. Similar to Compensating Failure but without the failure, there is now an extra opportunity or advantage. This can be something as simple as a bonus to the attack roll, or on the next skill roll.
Sometimes this just means the action was performed so effortlessly that it impresses anybody nearby. A polite round of applause might be in order.
For more information see Game Mastering – Skill Rolls.
Group Roll
Sometimes an Action may be need to be performed by the entire Group, such as an attempt to hide or bluff or climb, where Characters may assist one another. When a Group roll is made, each Character makes a roll, but the most common result (mode) is used for the entire Group. If there is a tie, use the lower result or the result between.
Group Roll Example:
A party of Characters are asked to sneak past a Guardhouse.
Each of the Characters roll, and the results are a Miss, Weak Hit, and two Hits.
This results in a Success for the whole group, because there are more Hits than other results.
Another group tries to bluff their way into a party.
Each of the Characters roll, and the results are two Weak Hits, and two Strong Hits.
This results in a Success for the whole group, because there is a tie, and Success is between the tied results.
Dice Multiples
If you roll multiples of the same value, consult the following tables (After Advantage/Disadvantage):
d6 | Name | Double Effect |
1 | Misstep | Reduce the Success Value of your roll by 1, to a minimum of −1. |
2-5 | Change | You may re-roll one of the 3 dice in this roll. |
6 | Fateful | Increase the Success Value of your roll by 1, to a maximum of 2. |
Doubles Examples
A player rolls 3d6 and gets433.
The Change result means they can re-roll the4 or a3 , but must keep the second result.
A player rolls 3d6 and gets662 for a total of 14. It's a Hit (1).
The Fateful result means the Hit (1) is increased to a Strong Hit (2)!
A player rolls 3d6 and gets511 for a total of 7. It's a Weak Hit (0).
The Misstep result means the Weak Hit (0) is reduced to a Miss (−1)!
Triples
Triples are treated as a Double, but the Character also receives a Temporary Fate Die with a Short Duration.
For more information see Fate – Temporary Fate Dice.
It is possible for a Change Double result to become another Double or even a Triple (and gain a Temporary Fate Die), but it may not become another Change result, even if it becomes a Triple.
Next Step
After understanding the Crossroads System, you can move on to the Statistics section.