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The Narrative Dice System by sapadetzero

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· @sapadetzero · (edited)
$29.94
The Narrative Dice System
Ok so, I reference the narrative dice system a lot when I comment on various game related topics. Mostly because its what I've been running for the last couple of years, in the form of FFG's Star Wars RPG and the Genesys RPG. The system is a little confusing for newer players so I thought I would take a stab at explaining it. 

<center>![Genesys Logo.png](https://files.peakd.com/file/peakd-hive/sapadetzero/Ep7xyDGp9etmKwhsXdcdF1CmLcRxaiqxv4U85GQL1UujLAt1aXqDyLpkSsJUYYQJHrY.png)</center>

At the core of the system is The Check. Anytime you want to do something where the outcome is uncertain, you make a check. To make a check you form a dice pool of both positive dice (generated by your characteristics and skill) and negative dice (generated by the difficulty and challenge of the task). The first is the Green Ability Die.

# <center> Ability Die </center>
<center>![Ability Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23uQE7RCmeoYDYi2TGSx7XQfQMz6SnVKcTNn8msgdz5Wki4tzzQCBabW8xYLAQark4fBF.jpg)</center>

You get a number of Green ability dice equal to the higher number between the Characteristic and the Skill being used for the check. You have 6 Characteristics that make up the core of your character. These are Brawn, Agility, Intellect, Cunning, Willpower, and Presence. In Genesys characteristics typically have a value between 1 and 5. An average human in Genesys has a 2 in each characteristic. Skills represent focused training, and have a value between 0 and 5. It is possible to make a check with no ranks in a skill. 

# <center> Proficiency Die </center>
<center>![Proficiency Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23wqXTUZaRRXaNMMoXLvgep7qi4pK418zGPDdzQS4c2X9k7A4vtbzPw2BHwq3MvMLjJVi.jpg)</center>

With your check you get a number of upgrades to ability dice equal to the lower number between the Characteristic and the Skill being used for the check. So if you have a 4 in a characteristic and 2 ranks in a skill, you upgrade 2 of the Green Ability Dice to Yellow Proficiency Dice. The same is true if you have 4 skill ranks and a 2 in the characteristic. These yellow dice have a higher chance of success and are the only die with the Triumph symbol. I'll explain the symbols in a moment.

# <center> Boost Die </center>
<center>![Boost Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23w2Ct7vBHgGvfsLZxuYGe67xPEkECtH9i3jJjbVTDSTugeQMZ9FyyFqo1LSoSjzT9X7d.jpg)</center>

Last for the positive dice is the Blue Boost Die. Boost dice represent small but meaningful positive effects to the check. Aiming, having an accurate weapon, getting assistance from another player, maybe an opening in the enemies defenses. Pretty much anytime you can convince the Game Master to give you a bonus to your check, you get a Boost Die. Now that you got your positive dice, lets get the negative dice pool going.

# <center> Difficulty Die </center>
<center>![Difficulty Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23tv6dQ6qTTEokDAsG5jp7TdSQTV6EeVTmFocrpqhu5LzENp5EQDVV2qDZMSGPQJ22z8u.jpg)</center>

So checks will have a difficulty ranging from Simple (No Purple Difficulty Dice) to Formidable (5 Purple Difficulty Dice). Outside of combat, the difficulty is determined by the Game Master with most checks are between 2 (Average) and 3 (Hard) Purple Difficulty Dice. Sometimes you will be competing against another character, which can be both PC and NPCs. The difficulty in this case is determined by the opposed character's positive dice pool with Purples instead of Greens and Reds instead of Yellows.

# <center> Challenge Die </center>
<center>![Challenge Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23u5VDJd96L5DRYpa1spY1FPEiSEyGSW77KRsQu8Jjhg4TRg9AzTTrHKHxrPdVow7kpQ7.jpg)</center>

The Red Challenge die represents when something is not just difficult, it is challenging. Similar to the Yellow Proficiency it is an upgraded difficulty die making failure more likely. The Red Challenge Die also has it own special symbol, the Despair. Most of the time these only show up when the baddie is more powerful or a story point is spent by the Game Master to upgrade the check. 

# <center> Setback Die </center>
<center>![Setback Die.jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/23tGTdoCj45ZK7khGe8nQF6nnHiMMruep8Z4gjW7oiiKPCUkws6JsjzypqSkvuManJhxx.jpg)</center>

Lastly is the Black Setback die. These are used for various negative environmental effects, like darkness, the defensive qualities of armor, disorientation, or fear. Basically these are the little things that aren't going your way for the check. So now you rolled a fistful of dice, what does all this mean. Lets take a look at an example pool.

# <center> Example Dice Pool </center>
<center>![dice pool (2).jpg](https://files.peakd.com/file/peakd-hive/sapadetzero/EoAUQ11SmNzG4fucyaCyBn1rb3mgMP5k4a9E8GPuP9HBMyaHhCZ5qXuEReeGd3fJcWX.jpg)</center>

This pool has 2 Proficiency Dice, 2 Ability Dice, 2 Boost Dice, 1 Challenge Die, 2 Difficulty Dice, and 1 Setback Die. So the first thing we count up are Successes and Failures. Successes look like the eight pointed stars and failures are the Xs. There are a total of 6 successes and 3 failures, as the Triumph **(the Success with a a circle around it)** and the Despair **(the failure with a square around it)** each provide a success and failure respectively. For every failure we cancel a success, leaving us with 3 Successes total. As long as you have 1 uncanceled success, the check succeeds!

Second step is counting Advantages and Threats. Advantages look like arrowheads and Threats look like a circle with three lines. So there are 5 Advantages and 2 Threats, so also cancel each other leaving 3 uncanceled Advantages. Finally you count Triumphs and Despairs. Unlike the other symbols, they do not cancel each other. The final result is 3 Successes, 3 Advantages, 1 Triumph, and 1 Despair. 

And now you know how to use the Narrative Dice system. What I like about the system, is with the Advantage and Threats, is it not just pass/fail. You can pass a check, but have bad stuff happen with Threats or you can fail a check but use Advantages to help the situation. The dice system allows for a lot more nuance and you can use the dice to explain why things happen. Like if attack in darkness and the setback dice show failures, you missed because of darkness. 

So that's it, does my explanation make sense?  Let me know in the comments if you have any questions. Until next time happy gaming!

#  <center>**Victory by Dice!**</center>
<center>*I took all the pictures myself with ma phone camera!</center>

<center>TL;DR: The Narrative Dice System is awesome and not at all confusing.</center>
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vote details (105)
@alonicus ·
$0.02
Thank you for the clear explanation - I've seen this system referred to in the past but no-one has ever explained the mechanics to me clearly before.

How frequently during a game does this come into play ?  I can see it being brilliant at key decision points, but would it get cumbersome if it was used frequently ?  

In a lot of RPG's, players are rolling checks for skills, perception, etc with every action they take, and it's quicker to roll a single die, or for the player and DM/opposing player to roll one each as an opposed check. I take liberties with this, though, assigning bonuses or penalties on the fly and looking at how close the two rolls are to get a feeling for how the result should go. But your system is more considered and precise, which probably helps eliminate room for disagreement on the result.
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vote details (1)
@sapadetzero ·
So outside of combat I use the "Let it Ride" rule. If you make a check against something you can not make another check until the circumstances significantly change the check. I'm also working on a new rule called the "Irritation Tax" which is basically I keep ramping the difficulty every time someone makes a check against the same thing. Its to prevent the "Well I'm going to try next" thing my players do. I'm sure it will upset them. XD

Combat on the other hand has a much more ridged set of guidelines based on weapons, weapon properties, armor, armor properties, environmental effects, talents and abilities that the characters and NPCs have, and Story Points which can be used to also mess with the pool. It sound complicated but using it is not that bad. The game provides a chart for spending Advantages, Triumphs, Threats, and Despairs and that makes spending them go fast. My combats only take a long time because I have six players.

I'll be going over other various Genesys Systems in the future, such as Magic, Combat, how injuries work as well as some of the more defined settings for the system.
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@alonicus ·
I absolutely LOVE the idea of the Irritation Tax !  I'm so stealing it.....
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vote details (1)
@captainglondo ·
$0.02
Seems to be an interesting way to handle checks. I personally like the "classic" way of making checks (and also fighting on battlemaps ^^) a lot but a system using narrative dice checks should be great for players who hate calculating numbers from dice throws and +/- something! For some people it could be a smoother introduction into roleplaying games.
👍  
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@sapadetzero ·
I'm not sure about smoother but none of my players had used it prior to me running the game. Most of the One Shots that you can get for it are pretty good at explaining how the basic rules work and provide pre-generated characters to learn the basics. Also there are online dice rollers and character trackers that help. We use RPG Sessions and play with discord to roll and track info for the characters and NPCs. 
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@ryivhnn ·
$0.02
> At the core of the system is The Check

Me: that's literally every dice system right.
Also me: derp they're explaining things to NEW players who may have never played a dice system before.

I'm not the sharpest tool in the shed but I get there eventually XD

Sometimes I want to learn a system with interesting dice because there are interesting dice.

The rest of the time I realise I don't have time to be learning other systems x_x

<sub>although I saw a steampunk module and was very sorely tempted</sub>

I did glance at GeneSys when I was nutting out my system, there's a non-zero chance I was influenced by the purple dice (which show up in my system as "stress dice").

Do the dice pools get as insane as SR or WoD? :D

<div class="pull-right">https://technonaturalist.net/sites/default/files/styles/sensible_display/public/art/2019/09/heartfyn_0.png?itok=QHDoN0HE</div>
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vote details (1)
@sapadetzero · (edited)
> Do the dice pools get as insane as SR or WoD? :D

So... Genesys is more refined than Star Wars. Now I had a Star Wars character that was rolling something like 23 positive dice before adding the negative ones. It was bonkers, and one of the reasons why we use the an online dice roller/character sheet that auto sorts results. But that was a Force User and Force User's are kinda broken. 

Genesys fixed a lot of the Dice bloat. Most pools are between 8-13 dice.

> At the core of the system is The Check
Me: that's literally every dice system right.
Also me: derp they're explaining things to NEW players who may have never played a dice system before.

It does have the same energy as "Webster's Dictionary defines..." lol XD
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@ryivhnn ·
$4.56
That's...a lot of dice O_O and that was a normal dice pool?

I know I was knocking on WoD but in fairness I've rarely rolled more than 15 dice for anything (and that was usually for a strong npc), I was just thinking about oldest's Gurahl (werebear) who he just grabs a random couple of handfuls of dice to throw now instead of counting them out as he gets 25-30 Strength or Stamina dice depending on what he's doing when he spends the point of Rage and we usually just assume that he succeeds unless it's something I decide actually needs a roll.

Also I haven't actually played anything other than SR3 and WoD (I'm not counting the 1-2 sessions of DnD a housemate ran back when I was at uni which ended abruptly and the two sessions of CoD that was a somewhat railroad built around mechanics I wanted to test) so if you say something about any system that you've played i'm going to believe you XD
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vote details (4)
@shatargat ·
Yesss! I was waiting for this one! It's delightful to see a game with different kind of dice use. But the symbols on the dice reminded me of X-Wing tabletop game. I believe that narrativity has a huge importance on a roleplaying game. So, I'll try to check it out as soon as possible. There are similarities with Apocalypse Engine, as logical. I guess I'll need to dive deeper to learn more about it.

Thank you for this introduction!
👍  
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vote details (1)
@sapadetzero ·
😄 So Fantasy Flight Games, who make X-Wing, also made Genesys. They also made a Star Wars RPG that was the predecessor to Genesys, but the symbols were a bit more Star Wars-like. 

![image.png](https://files.peakd.com/file/peakd-hive/sapadetzero/23u5tdgtDTSm96ZqUBQtp9BhX4m3Gw91cGVoPz3JApasMM5jxcS3LozXWH8NCCGThyJFL.png)
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