Outcome of Actions

Obvious Outcomes: Cases where the result of an action is obvious and automatic (either success or failure) based on roleplayed aspects and/or situations.

Role-Play ++

This presents a good opportunity for adding Roleplaying elements to the Character.

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.

Normal (Checked) Outcome

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.

  • Simple: (Average Outcome; 1 Measure) The check was the minimal amount of what was needed to succeed.
  • Major: (Full Outcome; 2 Measures) The check was 20% or more than what was needed (5 or more on D20) for success or less for failure. Base damage and/or effects are maximum.
  • Extraordinary: (Critical Outcome; 3 Measures) On a successful result, it is the best possible outcome. Base damage is double maximum and effects are maximized. Critical hits on attacks can also cause Wounds. On a failed result, it is the worst possible outcome. The target takes full damage on a save, stumbles and may fall, or has some other calamitous result) – GM Narration will handle this.

Incarna d20™ Quality of Results Details/Mechanics

This content is part of the Incarna d20 Variant changes are for the d20 System™.

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.

  • Simple: (Average Outcome) Example: A sword doing d6 does 3 damage + adjustments.
  • Major: (Full Outcome) Example: A sword doing d6 does 6 damage + adjustments, a spell save failed by 5 does maximum damage.
  • Extraordinary: (Critical Outcome) Success is usually a “20” on a D20. Example: A sword doing d6 does 6×2=12 + adjustments. Failure is usually a “1” on a D20. Example: A spell doing 2d10 does 20×2 = 40 damage + adjustments on a critical failed save.

iCore Quality of Results Details/Mechanics

Perfect Success
The most grand and epic of all outcomes imaginable.

>Measures of Success = 4+ (minimum)

Major Success
Major outcome; A high quality of success.

Measures of Success = 4 / +4

Simple Success
A normal, average outcome.

>Measures of Success = 2 / +2

Easy Success
The lowest threshold of successful outcomes.

>Measures of Success = 1 / +1

The effort does not succeed.

>Measures of Success = 0

Special Failure
The worst possible outcome.

>Measures of Success = -1