Obvious Outcomes: Cases where the result of an action is obvious and automatic (either success or failure) based on roleplayed aspects and/or situations.
Fated Outcomes: Cases that indicate no adjustments other than mundane proficiency and stat can be applied. Aspects of Fortune, Luck, Augury, Foresight, etc. cannot be used.
Measure of Success: The result of a check determines the quality of success or failure, not random dice to follow up. Each checked outcome has a Measure of Success value associated with it. A checked outcome may also be assessed using Advantage or Disadvantage. This speeds up combat and emphasizes skill over luck, and is to be used unless noted in materials. It also rewards tactical planning and forethought in committing to combat because it is more lethal. Additionally, the GM can add custom narration to enhance outcomes. When all the measures of success have been applied to an action, the total measure is the resultant outcome. Boosted Outcomes turn any non-perfect success into a Major Success – any outcome has dire effects.
d20 [specific] Requirements:
Rule of Averages: Hit Points, damage and other factors use a simple/major/critical outcome scale for damage or effects, where a check determines the quality of success or failure, instead of random dice to follow up.
The most grand and epic of all outcomes imaginable.
>Measures of Success = 4+ (minimum)
Major outcome; A high quality of success.
Measures of Success = 4 / +4
A normal, average outcome.
>Measures of Success = 2 / +2
The lowest threshold of successful outcomes.
>Measures of Success = 1 / +1
The effort does not succeed.
>Measures of Success = 0
The worst possible outcome.
>Measures of Success = -1