Action Resolution

Non Standard Outcomes or Outcomes Without Checks Resolving Outcomes has multiple perspectives and narrative elements to it.

Obvious Outcome: Where the result of an action is { } obvious and automatic (either success or failure) based on roleplayed aspects and/or situations.

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) outcomes has a character assesses their capability in performing a specific activity – including conditions which indicate a Lack of Capability. The GM assesses the {} adjustments and a single Result Check determines the success and quality of the outcome. The GM can add narration to enhance the experience and expound on the results. A “Simple Success” denotes that ANY measure of success has the same outcome.

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.). 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.

  • (Simple) Boosted Outcomes: Any Minor becomes a Major success
  • (Simple) Reduced Outcomes: Any Major becomes a Minor success.

Failed Outcomes/Resolution Measures

  • Disastrous: The worst possible outcome. The full negative effect is inflicted and some other calamitous event (such as a Feeble expression) ensues.
  • Dire: The full negative effect is inflicted (unless noted).
  • Failure: The negative effect is failure – No direct effect or the adjusted Measure of Success is reduced below 1.

Successful Outcomes/Resolution Measures

  • Minor: The outcome was the minimal amount success.
  • Major: The outcome is a significant amount of success; usually a multiplier of minimal and/or an additional effect.
  • Extraordinary: The best possible outcome. The outcome is a maximal amount of success.

i20™ Assessing Outcomes

i20 Skills REPLACE d20 skill proficiency: Add the skill level + modifiers to the check ( Proficiency Bonus not used).

A single Result Check to assess Success or Failure AND quality which may be impacted by conditions which indicate a Lack of Capability (Unfamiliar, Unproficient, etc.). The GM can { } Narrate it, and players may request an appropriate impact when anything other than a basic outcome is indicated. Character Points are Rewarded by the GM to improve Skills (and other Features).

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

Disastrous = 1 Dire <= Target -5 Failure Minor >= Target # Major >= Target +5 Extraordinary = “Critical Range”

A “Critical Range” is a range on a d20 that has been designated as a ‘critical result’ for a particular action; This varies by activity based on skill and capability, but generally a rolled “20” on a d20 achieves this.

  • Disastrous: This failed result amplifies damage or destruction ensues; Example(s): A weapon effect does double its base damage; A mystic effect doing 2d10 has its save failed by 5 doing 20 damage + adjustments; a “1” on a D20 for a 2d10 does 20 x1.5 = 30 damage + adjustments.
  • Dire: This failed result indicates a full effect.
  • Minor: Average damage outcome – success by less than 5 more than the required minimum) Example: A sword doing d6 does 3 damage + adjustments.
  • Major: Full damage outcomes – 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 iCore™ Assessing Outcomes

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

  • Disastrous – Equivalent to Worst possible outcome
  • Dire – Equivalent to -2 Measures
  • Failure” 0% Result – Equivalent to -1 Measures
  • Minor: 25% Result – Equivalent to +1 Measures
  • Major: 50% Result – Equivalent to +2 Measures
  • Extraordinary: 100% Result – Equivalent to +3 Measures
  • Critical: 200% Result – Equivalent to +4 Measures