Action Outcome and Resolution

Obvious Outcome: 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 Outcome: Where no adjustments other than mundane proficiency and stat can be applied. Aspects of Fortune, Luck, Augury, Foresight, etc. and Reward measures cannot be used.

Normal (Checked) Outcome

Non-Proficiency

The character or operator lacks the requisite capabilities to use or understand, and the specific experience/exposure. Proficiency is developed using granted capabilities and/or through Character Points. It grants a better chance of success when Outcomes are determined. Learned Features require Proficiency to even attempt. Demanding Features suffer a -1 MQ penalty if attempted without Proficiency.

Non-Familiarity

The character or operator has all the requisite capabilities to use or understand, but lacks the specific cultural and/or technical experience/exposure/frame of reference. This is mostly a GM assessment for a truly alien experience. An operator may spend 1 Character Points to represent a flash of insight for temporary familiarity OR… Significant time to acquire/achieve outside of Character Inception..

Outcome’s Measure of Success

The result check determines the quality of success or failure, denoted by an associated Measure of Success; When all the {} adjustments have been applied to an action, the total measure is the resultant outcome. The GM adds narration to enhance the experience.

Measure of Quality (MQ): The result level on which the action succeeds; There is a base level & adjustments shift the effective measure down (neg.) or up (pos.). Boosted Outcomes turn any simple success into a Major success. MQ adjustments do not modify an Outcome to the point of either Disastrous or Extraordinary.

Measure of Success (MS): The target level on the resolution scale; There is a base level & adjustments shift the effective measure left (neg.) or right (pos.). Many effects have a difficulty or ease that adjust chance outcomes.

Resolution Measures/Levels

  • Disastrous: (Critical Failure Outcome) 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 can expound on this.
  • Dire: (Considerably Failed Outcome) The check was roughly 20% or more less than what was needed (5 or more on D20) for failure. Base damage and/or effects are maximum and/or GM Narration can expound on this.
  • Failure: (Failed Outcome) Either the adjusted Measure of Success is reduced below 1, or the check simply did not achieve any success. The target has nothing happen to them unless noted in the source effect/item.
  • Simple: ([Average] Successful Outcome; 1 Measure) The check was the minimal amount of what was needed to succeed.
  • Major: ([Full] Considerably Successful Outcome; 2 Measures) The check was roughly 20% or more than what was needed (5 or more on D20) for success. Base damage and/or effects are maximum and/or GM Narration can expound on this.
  • Extraordinary: (Critically Successful Outcome; 3 Measures) On a successful result, it is the best possible outcome. Base damage of individual items is double maximum and effects are maximized. On mystical abilities, damage maximum is only 50% greater than full. Critical hits on attacks can also cause Wounds and/or GM Narration can expound on this.

i20™ Quality of Results Details/Mechanics

Measure of Success: Example: +1 = Adjustment to a d20 check.

Non-Proficiency/Familiarity: Follows the standard Proficiency Bonus limits of proficiency. Lack of familiarity in a specific activity means the operator receives no Proficiency Bonus and Advantage can only offset Disadvantage.

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.

  • Disastrous: (Critical Failure) – Example(s): A spell doing 2d10 has its save failed by 5 doing 20 damage + adjustments; a “1” on a D20 for a spell doing 2d10 does 20 x1.5 = 30 damage + adjustments.
  • Simple: (Average Outcome – success by less than 5 more than the required minimum) Example: A sword doing d6 does 3 damage + adjustments.
  • Major: (Full Outcome – success by 5 or more than the required minimum) Example: A sword doing d6 does 6 damage + adjustments, a spell attack does maximum damage.
  • Extraordinary: (Critical Outcome – success as a “20” on a D20) Example: A sword doing d6 does 6×2=12 + adjustments.

iCore Quality of Results Details/Mechanics

Measure of Success: Example: +1 = Adjustment to the Skill Level check.

  • Disastrous – Equivalent to -2 Measures
  • Failure” 0% Result – Equivalent to -1 Measures
  • Simple: 25% Result – Equivalent to +1 Measures
  • Average: 50% Result – Equivalent to +2 Measures
  • Full: 100% Result – Equivalent to +3 Measures
  • Extraordinary: 200% Result – Equivalent to +4 Measures