Challenges and Tests
Challenges are the basic element of conflict resolution in DTGS. A Challenge represents a situation that the Cohort must overcome. Challenges may be simple or complex, and they may be resolved in a single round or over multiple rounds. Challenges may also be grouped together into larger Events. There is a special type of Challenge called a Test, which is resolved in a single round with a specific set of rules and consequences.
When to Use Challenges and Tests
Action in the DTGS is meant to be fast-paced. In the most basic way, Challenges are only used when there is an element of uncertainty and/or the possibility of taking Stress. Any situation where the PCs could reasonably succeed or reach their desired outcome given enough time and resources shouldn’t need a Challenge. If calling for a Challenge would detract from the story unfolding rather than add to it, don’t call for one.
Challenges Move the Action Forward
Challenges always move the action forward, whether that is succeed-forward or fail-forward. Given enough available Stress reserve by the Cohort, Challenges will generally be resolved after a few rounds. The unknown will often be how much Stress they take, not whether or not they succeed. Failure in Challenges comes down to the entire Cohort becoming Stressed Out (rare), or the Cohort deciding the mounting Stress isn’t worth it and backing out. This puts a lot of narrative power in the hands of the players, helping to decide how the story will play out. It follows the general principle of risk-reward that is found throughout the game system.
Challenge Description
Challenge Type
In Relics of the Moon, every Challenge will have a single type that corresponds to the five types of Expertise: Scav, Venger, Phantom, Stallion, Sparrow. Unless a PC has a trait that allows otherwise, every PC facing that Challenge will use the Challenge type Expertise.
Note: Other DTGS games may use different Challenge Types or even Basic Challenges (no type).
Challenge Rating
The Challenge rating represents the number of successes neccessary for the Cohort to fully resolve the Challenge. It is the starting number of dice in a Challenge pool as well as its maximum size. As dice are resolved with successes, the threat level of the Challenge automatically converts resolved dice into Auto Result modifiers based on the Challenge threat level. Because of this, Challenges do not have Add Dice modifiers applied to them and usually do not have any other Beneficial(+) Auto Result modifiers.
Challenge Threat
Along with the Challenge rating, this is a general measure of how difficult a Challenge is. There are five levels/tiers of Challenge, each converting resolved Challenge pool dice into Auto Result modifiers at the beginning of the Challenge turn. These Auto Result modifiers remain as long as the dice remain resolved up until the Challenge is fully resolved. This means that the size of the Challenge dice pool does not change from its initial rating, but can become more difficult from round-to-round until it is fully resolved.
- Common: A3
- Minor: A4
- Major: A5
- Extreme: A6
- Ultimate: A7
Challenge Traits
Like PCs and Cohorts, Challenges may (and often do) have traits with modifiers. Also like Cohorts, Hindering(-) modifiers are applied on the Challenge’s turn before Beneficial(+) modifiers.
Events and Multiple Challenges
Events are made up of one or more Challenges. Each of the Challenges may (and usually do) have different descriptions and traits. In an Event, the Cohort must choose a strategy that addresses all the Challenges present.
All Challenges act each round regardless of whether or not the Cohort confronts each of them that round. Sometimes it may make sense to continue as a single unit and address each Challenge in turn. Other times—particularly if there are multiple PCs with Rank 3+ Expertise in a given Challenge type—it may make more sense to split attention between two different Challenges.
Split a Challenge
If it makes sense (GM has final say), a Challenge with four or more dice remaining may be split into two Challenges. To do so, during the Set the Action step, the Cohort chooses Destiny or Doom to split the Challenge into two Challenge pools. In general, the new Challenge pools have a rating equal to half the original rating, with an equal number of dice slots and resolved dice. An odd die/slot may go to either.
However, the GM may decide to split the Challenge however they’d like, including resolved dice. They may also change the Challenge type of the newly created Challenge if it makes sense to the narrative. This is useful when a Cohort member would like to do something that would normally use a different Expertise than the current Challenge type. For example, a Cohort facing a Venger Challenge may want to try and convince members of the other side to stand down. The GM agrees this is reasonable and Cohort decides to split the Challenge into Venger and Sparrow for the remainder of the Event.
When a Challenge is split, the Cohort must choose a new leader and assistants for the newly created Challenge. Only a leader is necessary—the remaining Cohort may stay with the original Challenge.
Rounds and Turn order
Challenges are resolved in a series of rounds, and in each round the Cohort and the Challenge each have a turn. The GM decides which side will act first depending on the situation (most often it will be the Cohort). In an Event with multiple Challenges, each Challenge and Cohort group take their turns in alternating order. That is, with multiple Challenges, it will not be all PC group turns then all Challenge turns, but PC group turn - Challenge turn - PC group turn - Challenge turn - and so on.
Timed Challenges
Some Challenges have a time limit, usually between 1-6 rounds. If the Challenge pool is not fully resolved before the timer runs out, there are consequences depending on the nature of the Challenge. In some cases, the number of resolved dice indicate a degree of success, and a number of successes unlocks a new condition or Challenge. In other cases, unresolved dice apply Stress to the Cohort. More possibilities are available at the GM’s discretion. In all cases, the Challenge is removed from the Event when the timer reaches zero (0).
Buy Time
At the start of their turn before any other action, the Cohort may spend a Destiny point to add one turn to a Challenge timer. This only applies to a single Challenge’s timer if multiple timed Challenges are present during an Event. There may be Challenges where Buy Time is not possible; consult the GM if you are not sure.
Tests
Tests are Challenges that must be completed in one (1) round without the possibility of buying time. A test is roughly equivalent to the concept of a “check” in other TTRPGs but allows for nuance of consequence beyond success/failure. Tests are very flexible and can be used in a variety of circumstances.
Tests may be used for situations that are not complex, such as those that call for a simple success/fail/disaster for resolution. Tests may also be used for situations where a degree of success is desired. The dice pool used to roll a test may or may not allow modifiers, depending on the test. Tests may target a single PC, multiple PCs, or the entire Cohort. The number of successes required to successfully complete a test varies. If a number of successes is not specified, one success is sufficient (but more may be “better” for those that want a degree of success). Some tests apply any unresolved dice as Stress. Unlike Challenges, Tests usually do not have Traits of their own. Any unique features are instead wrapped up in the result of the Test.
The notation for tests follows that of Challenges but replaces the Threat level with “Test”. For example, Test Scav 5. If there is no associated Expertise, then it is a Basic Test, using the notation Test Basic (Rating #). Basic Tests have a set number of dice determined by the GM or specific traits.
Unless explicitly noted in a PC’s trait description, Tests are considered Challenges when using traits that apply to a “Challenge”.
Note that the Tides are not affected by Tests; that is, Tests never generate Destiny nor Doom.
Typed Tests
With Modifiers, All Successes
- The GM sets a target Rating that represents the number of successes needed (usually between 1-5).
- Successes equal to or greater than the Rating are needed to succeed.
- A dice pool is created using Expertise.
- Modifiers may be applied, including Add Dice.
- Applying Add Dice modifiers do not increase the number of successes needed.
- Generally does not generate Stress.
- Does not generate Destiny nor Doom.
With Modifiers, Scaled Success
- The GM sets a target Rating that represents the number of successes needed for the best possible result.
- The number of successes determines the degree of success.
- A dice pool is created using Expertise.
- Modifiers may be applied, including Add Dice.
- Unresolved dice may apply Stress.
- Does not generate Destiny nor Doom.
- This is most similar to a standard Challenge but combines the Cohort and Challenge turns into a single turn.
Basic Tests
Basic Tests are those that do not have a Challenge type. They are often used for simple tasks or situations that do not involve skill. Basic Tests usually have a Rating no greater than 3 and do not generate Stress, Destiny, or Doom. While more varieties of Basic Tests are possible, the following are the most common.
Basic Test 1
- Roll one die with a simple pass/fail test.
- No modifiers apply.
- One success (result of 5 or 6) is sufficient.
- Does not generate Stress, Destiny, or Doom.
- May or may not trigger Disaster on a result of 1.
No Modifiers, All Successes
- Roll the Rating number of dice.
- No modifiers apply.
- All successes are needed to succeed.
- Does not generate Stress, Destiny, or Doom.
- May or may not trigger Disaster.
No Modifiers, Scaled Success
- Roll the Rating number of dice.
- No modifiers apply.
- The number of successes determines the degree of success.
- Does not generate Stress, Destiny, or Doom.
- May or may not trigger Disaster.
Choosing Between a Challenge and Test
- If you want the opposition to be able to act independently on its own turn, use a Challenge.
- If the opposition is high-stakes and can compound Stress, use a Challenge.
- If the opposition has one or more traits that affect dice pools, use a Challenge.
- If you want to quickly resolve both the Cohort’s action and the opposition in a single roll, use a Test.
- A particular obstacle may be a Challenge in one instance and a Test in another, depending on the story that is unfolding.
