Mechanical choices: Diceless, Roll for Magnitude, and Roll for Success


Hi there!

This post is about the various mechanical choices made in Valiant Horizon at a very high level. I group these into three categories: Diceless mechanics (stuff that works), Roll for Magnitude mechanics (stuff that works but you roll to see how much), and Roll for Success mechanics (stuff that works if a roll goes your way).

Diceless

The simplest kind of mechanic. This is what Assets, Exhausting Assets, and Burdens are:

  • You take an action and it works.
  • If you didn’t expend a resource, you add or amplify a complication on that action.
    • The complications here are Burdens.
    • The resources here are Assets or Determination (which can either restore the use of an Asset or negate a Burden).
  • You can also reduce your access to a resource to achieve a larger effect.
    • This is Exhausting Assets.

The vibe I wanted to achieve wasn’t “do you solve problems, overcome obstacles, etc.” so much as “how do you do it”. We are going to assume, generally, that the protagonists will get to the other side of whatever problem they encounter. The question then becomes: how do they win? What do they prioritize with asset use? What are they willing to let fall by the wayside or go imperfectly to get there? What resources are they willing to pull from the combat side to make it work? Are they willing to overextend themselves to achieve a victory? It becomes a question of resource management and long-term risk rather than short-term probability-based risk.

It’s also a matter of spotlight management and diversity of outcomes. If your Windmagus knows they only get one use of wind magic per session, they know they can’t solve every problem with that. But maybe they have something in their background that will suffice, or there’s a good chance someone else will have something else too that might work. Or if they think whipping up a tornado will solve the problem better, they won’t have easy access to their wind magic in the future, but it might be worth it. (Given that the penalty for Exhausting Assets is reset when you gain a level, this also encourages players to go a little more nuts with it near the end of a level - which should probably be something somewhat climactic anyway, so good!)

This is not how it’s going to work in every Total//Effect game. Liminal Void, for instance, has more traditional “skill” rolls with Assets being granted by skills or by tools, granting things like advantage or stepping up numerical outputs. Get you a system that does both!

Roll for Magnitude

Now, this isn’t to say it’s a diceless game! Far from it. You roll a lot in Valiant Horizon. But usually you’re rolling for magnitude and not success.

Generally I like the idea of failure-less combat. I’m sure plenty of people love the tension of whiffing attack after attack but it’s not my bag in almost any circumstance. I’m fully on board with removing roll-to-hit. One criticism I have of purely diceless systems, though, is that they can lead to very predictable situations, especially when diceless abilities are tied to set effects/powers. (It’s what spawned my quarterbacking posts. Now, of course a GM/Narrator/facilitator/etc can always introduce new things to the scene to spice things up - that’s why there’s a “the GM does something cool” thing in LUMEN, for example, and why I kept that rule in APOCALYPSE FRAME. But that’s already an intensive role, and requiring them to keep things interesting is sometimes a big ask.

As a middle ground, combat in Total//Effect still involves rolls for variable effect for set powers. They all get better at higher Totals (3 dice added), and most of them key something off of Effects (individual die values). This means that something always happens, no matter the roll value - depending on the ability, it may be extremely small, but it’s something. Correspondingly, even pretty middling abilities (like basic enemy abilities) can sometimes spike up hard on triple 6’s! (This happened literally the first Total//Effect session I ever ran. Incredible moment.)

If you’re wondering what probabilities look like for it, I wrote a big piece on it here. Back in October, so parts of it are outdated! I can hardly believe it’s been going this long. The math’s still good though.

This is also used for Fame rolls for Reputation: Fame decays by a die roll at semi-regular intervals. (This is actually an off-shoot of two separate Total//Effect systems that are in play in Liminal Void, Rolls for Progress and Threats, which are Good Clock and Bad Clock respectively. Having something that conditionally ticks up but at a non-constant rate adds another level of tension to an already tense thing!)

Roll for Success

There is exactly one thing that can still fail on account of a roll: Calling for Aid from Relationships. The tension I want in Valiant Horizon shouldn’t come from “does my cool combat stuff work” or “does the cool thing that my hero gave me”. It comes from “can I rely on my friends”. This is partially because it’s a huge benefit! It’s a 1/session/relationship thing where you can tag someone in out of turn and outside the action economy (if it goes well). But it’s partially because I want that tension: do you, does your character, think they can reliably call on their friends for help?

At low levels of relationship, the answer is…sometimes, but not really. At higher levels, you’ve gotten a better understanding of how to ask: you can reliably ask for lesser things, but grander things are still dodgy. And at the highest level, you can always rely on them: it’ll never fail as such. (Sometimes you’ll get a mixed result still.)


Dice, rolling, and such are tools in the toolbox. Knowing when you want to use them, how you want to use them, and why goes a long way.

Next devlog, I’ll get into the various classes and start showing off more of that incredible art Charlotte made!

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