01 - Core Resolution Test
This test checks whether the core dice engine feels clear, fast, and fair before testing the rest of the system.
Use this test with two people:
- Runner: presents situations, sets DCs, records results.
- Player: chooses whether to roll, push, and describe outcomes.
Switch roles halfway through if useful.
Goals
Test whether:
- The dice procedure is easy to remember.
- DCs feel right.
- Partial Criticals create excitement.
- Legendary Success feels rare but possible.
- Push-your-luck decisions are tempting but costly.
- Players understand success, miss, complication, and consequence.
Materials
Needed:
d4,d6,d8,d10,d12- A notes page or spreadsheet
- This test sheet
core.mdskills.mddifficulty benchmarks
Record each roll using this format:
Test:
Dice:
DC:
Pressure:
Leverage:
Roll result:
Outcome:
Partial Critical?:
Legendary?:
Push offered?:
Push taken?:
Complication:
Notes:
Quick Rule Reminder
Roll skill dice plus any Leverage die.
Keep the two highest dice and add any flat skill bonus.
Compare to DC.
- Success: result meets or beats DC.
- Miss: result is below DC.
- Partial Critical: any die rolls its maximum value.
- Legendary Success: result is
24+.
Pressure raises DC.
Leverage adds a bonus die.
Difficulty Benchmarks
Use these DCs:
| DC | Meaning |
|---|---|
| 6 | Trivial |
| 8 | Easy |
| 10 | Average |
| 12 | Moderate |
| 14 | Hard |
| 16 | Very Hard |
| 18+ | Nearly Impossible |
Do not roll routine low-risk actions.
Roll when failure would change the scene.
Test Dice Sets
Use these three dice profiles.
Untrained
Use 2d12.
This represents a competent person attempting something without a trained skill specialty.
Competent
Use the current Rank 1 / Competent skill dice from skills.md.
If unsure, use d10 + d12 + 2.
Strong
Use one tier above Competent from skills.md.
If unsure, use 2d10 + 4.
The exact dice are less important than testing whether better skills feel more reliable.
Part A - Basic Roll Feel
Run 10 rolls for each row.
| Profile | DC | Situation |
|---|---|---|
| Untrained | 8 | Easy but risky task |
| Untrained | 10 | Average task under consequence |
| Untrained | 12 | Moderate task |
| Competent | 10 | Average trained task |
| Competent | 12 | Moderate trained task |
| Competent | 14 | Hard trained task |
| Strong | 12 | Moderate expert task |
| Strong | 14 | Hard expert task |
| Strong | 16 | Very hard expert task |
For each roll, record:
- Success or miss
- Partial Critical
- Legendary
- Whether the result felt believable
After each row, ask:
- Did this DC feel too easy, too hard, or right?
- Did the skill profile feel meaningfully different?
- Did Partial Criticals appear often enough to matter?
Part B - Leverage and Pressure
Use a Competent character.
Base task:
Climb through a broken second-story window while something moves in the alley below.
Base DC 12.
Run 5 rolls for each condition:
| Condition | Dice / DC Change |
|---|---|
| Normal | DC 12 |
| Leverage | Add d6 Leverage |
| Pressure | DC 14 |
| Both | Add d6 Leverage and use DC 14 |
Ask after each set:
- Did Leverage feel like opportunity?
- Did Pressure feel like danger?
- Did having both at once make sense?
- Was it clear why the modifier applied?
Part C - Partial Critical Meaning
Use short fictional tasks where a Partial Critical can matter even when the total result is close.
Run 10 rolls with mixed DCs from 10 to 14.
Example tasks:
- Force a swollen door quietly.
- Jump a narrow alley gap.
- Stitch a wound while hands shake.
- Pick a lock before footsteps arrive.
- Steady a lantern in strong wind.
For every Partial Critical, decide one extra benefit:
- Save time.
- Avoid noise.
- Preserve gear.
- Help an ally.
- Learn extra information.
- Improve position.
Questions:
- Was it easy to invent a Partial Critical benefit?
- Did the benefit feel meaningful?
- Did it slow the game down?
Part D - Push Your Luck
Use failed rolls from Part A or create new ones.
Run at least 8 failed checks where pushing is available.
On each miss:
- Runner states the immediate miss consequence.
- Runner offers a push.
- Player decides whether to push.
- If pushed, apply the push rule from
core.md. - Record the complication.
Use complication categories:
- Harm
- Exposure
- Resource loss
- Time loss
- Position loss
- Noise / attention
Questions:
- Was pushing tempting?
- Did the cost feel clear before the choice?
- Did the complication create a new situation?
- Did the push feel too generous or too punishing?
Part E - Outcome Language
Run 6 quick improvised checks.
For each, the Runner must state:
- What success means.
- What failure means.
- What pressure exists.
- What a Partial Critical might add.
Only then roll.
Example:
You are crossing a rotten floor.
Success: you cross safely.
Failure: a board breaks and you end prone, making noise.
Pressure: darkness, +2 DC.
Partial Critical: you spot the safest route and one ally gains Leverage to follow.
Questions:
- Did stating stakes before the roll make the choice clearer?
- Did the Player feel surprised unfairly?
- Did the Runner have enough structure to improvise?
What To Watch For
Mark any time:
- Someone forgets which dice to keep.
- Someone forgets whether Pressure changes dice or DC.
- A Partial Critical is hard to interpret.
- A push complication feels arbitrary.
- The DC feels wrong after the roll.
- The Player asks, “What am I risking?”
- The Runner cannot explain what failure means.
These are design issues to revisit.
Pass Criteria
Core Resolution passes this first test if:
- Both people can explain the roll procedure after 10 minutes.
- DC
10feels like a real average risky task. - DC
14feels hard but possible for trained characters. - Leverage and Pressure are easy to apply.
- Partial Criticals create useful extra texture.
- Push-your-luck creates meaningful decisions.
- Most rolls resolve in under 60 seconds once stakes are clear.
After-Test Summary
Fill this out together.
## Core Resolution Test Summary
Date:
Testers:
Best-feeling DC:
Worst-feeling DC:
Did Untrained feel competent?
Did Competent feel reliable?
Did Strong feel meaningfully better?
Did Partial Criticals work?
Did Legendary Success happen?
Did Push Your Luck work?
Biggest confusion:
Slowest moment:
Most exciting roll:
Rules to revise:
Retest needed:
Comments