1. Task Resolution

When boiled down to its bare essence, a gaming session is really little more than the characters traveling from task to task. The task might be gathering information from a snitch, breaking into the villain's safe to look at his secret plans, or even engaging in mortal combat with the villain's henchmen.

Whenever a character engages in a task, there must be a method to determine whether he succeeds or fails. This is known as task resolution. There are three methods of task resolution used in Dekahedron: un-resisted dice rolls, resisted dice rolls, and role-playing. Although combat is really little more than a series of resisted dice rolls, its importance in many campaign styles dictates that it has a whole chapter to itself.

1.1 Un-resisted Dice Rolls

If a character is attempting a course of action that no one is actively trying to prevent, then the character simply rolls 2d10 and adds his level in the appropriate skill. If the result is equal to or greater than the task's difficulty level, then the character succeeds at the task.

In all cases, whenever the dice roll an unmodified 2, the result considered a failure, even if it would have otherwise succeeded. Likewise, an unmodified roll of 20 will always count as a success for any task that was possible.

Example: Jalice is trying to pick a lock in order to escape from the local duke's dungeon. The lock is an average quality lock, so the GM determines the difficulty level 17. However, because Jalice is using a makeshift lock pick (her real set having been confiscated), the GM increases the difficulty factor to 20. Jalice's skill level in Unlawful Entry (Lock-picking) is 6, so the player needs to roll a 14 or better on the dice in order to successfully pick the lock.

1.1.1 Assigning Difficulty Levels

When determining the proper difficulty level, the GM merely has to determine how difficult the average untrained person would find the task, and consult the table below. For more difficult tasks, the GM determines how difficult the average trained professional would find the task, and uses the number from the second column of the table below.

Difficultly Untrained Professional
Effortless 2 8
Very Easy 5 11
Easy 8 14
Moderately Difficult 11 17
Difficult 14 20
Very Difficult 17 23
Nearly Impossible 20 26

1.2 Resisted Dice Rolls

Often a character will be attempting an action that another character wishes to prevent. In this case, the player for each character involved simply rolls 2d10 and adds the character's skill level in the appropriate skill. The character with the highest result wins. In the case of a tie, the status quo is maintained.

If one of the players rolls an unmodified 2, that player loses, even if his result would have been the highest. Likewise, a player who rolls an unmodified 20 will win the contest, even if another player has a higher roll.

It is not uncommon that different characters will use different skills. While a arm wrestling contest or a tug of war might be settled with each character rolling against their strength skills, an interrogation session might involved the questioner rolling his Diplomacy (Interrogation) skill and the victim rolling his Will Power.

Example: After escaping her cell, Jalice makes her way down the hallway, and spots a guard standing idly by. Jalice will attempt to sneak around the guard. Jalice's player will roll 2d10 and add Jalice's Sneak (Stealth) skill level to the result. Meanwhile, the GM will roll 2d10 and add the guard's Observation (Listening) skill level to the result. If Jalice's final result is higher than the guard's, then Jalice will get around him without him noticing. If the guard's final result is higher than Jalice's, then the guard will hear her and react. If both results are a tie, then the status quo is maintained; the guard is unaware of Jalice's presence, but Jalice hasn't made it past him.

1.3 Role-Playing

Role-playing is what role-playing games are all about. Although it's not well suited for every task, role-playing is the preferred method of task resolution. As such, it should be used whenever possible.

Role-playing involves the player explaining his character's action to the GM in as much detail as possible. Likewise, the GM must explain the situation and the results of the character's actions in as much detail as possible, though only information that the character would be aware of.

The drawback of role-playing situations is that players often lack the skills that their characters possess. For example, a player might be playing a trader who has a high skill in Merchant (Haggling) even though the player himself is a bad haggler. If the GM constantly role-plays haggling encounters, then the player (and the character!) is unfairly penalized. The GM needs to keep this in mind whenever role-playing any situation.

1.4 Roll Modifiers

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