Modifiers
The core mechanic of the game revolves around modifiers to build and adjust the results of a dice pool. This is done through the use of modifiers that adjust the number of dice in the pool, set specific results on some dice, or adjust the results of rolled dice. Modifiers are either Beneficial(+) or Hindering(-) depending on whether they help or hinder the side they are applied to.
Beneficial and Hindering Modifiers
Beneficial(+) modifiers are to the advantage of the side that they are applied to. Hindering(-) modifiers are to the detriment of the side they are applied to. Hindering(-) modifiers are always applied before Beneficial(+) modifiers of the same type. This gives an advantage to the side whose turn it is by seeing the results of Hindering(-) modifiers before applying Beneficial(+) modifiers and potentially neutralizing them. The result is a regular back-and-forth at each step of resolving a dice pool, like the ebb and flow of a tide.
Add Dice Modifiers (± #d6)
Add Dice modifiers build the base number of dice in a dice pool. The shorthand is read as “add # of dice to the dice pool” or “subtract # of dice from the dice pool”. For example, +2d6 means “add two dice to the dice pool”; -1d6 means “remove one die from the dice pool”.
There must be some sort of trait in your game that gives a base Add Dice modifier for all Challenges; without dice in a dice pool, there is no way to resolve success or failure. Relics of the Moon uses the trait set of Expertise for this purpose. Other DTGS games may use other traits that fit the theme of the game; for example, a Team trait called Trained Crew that gives a flat +3d6 for every Challenge. However it is applied, there must be dice in the dice pool.
Auto Result Modifiers (A# / #d)
Auto Result modifiers (“Auto Results”) set the result of one die to a set value before rolling the dice pool. Dice changed in this way are not rolled. They are considered to have automatically rolled the given value, hence “Auto Results”. The shorthand is read as “an automatic # result applied to # dice”. For example, A5 / 1d means “change one die to a 5 before rolling and do not roll the die”; A1 / 2d means “change two dice to 1 before rolling and do not roll those two dice”.
Auto Result modifiers must be applied to dice not yet affected by an Auto Result modifier if possible. If it is not possible, then the Auto Result may be applied to a die with an Auto Result already applied.
Simple Modifiers (± # / #d)
Simple modifiers apply the first number to the result of one die. The shorthand is read “add # to # of dice” or “subtract # from # of dice”. For example, +1 / 2d means “add one to the result of two different dice that have been rolled”; - 2 / 1d means “subtract two from the result of one die that has been rolled”.
A Simple modifier that applies to multiple dice (e.g., +1 / 2d) must apply each to a separate die. Multiple Beneficial(+) Simple modifiers cannot stack on the same die, nor may multiple Hindering(-) Simple modifiers stack on the same die. However, a single Beneficial(+) Simple modifier can stack on a die that already has a Hindering(-) Simple modifier applied. Another way to think about it is that each individual die may have one Beneficial(+) Simple modifier and one Hindering(-) Simple modifier. Simple modifiers that cannot be applied to a die are lost.
Ranked Modifiers
Ranked modifiers are used under a variety of circumstances. They may be Beneficial(+) or Hindering(-) depending on context. Each level of a Ranked modifier is always larger in magnitude than the ranks before it. In the case of Ranked Simple modifiers, notice the non-linear symmetry of modifiers as rank increases.
Ranked modifiers are useful when you want a sense of progression for a particular trait. In Relics of the Moon, Ranked modifiers are used for Psionic Powers becoming objectively more powerful, for Faction membership to gauge the amount of influence and resources available to a character, for Supplies that provide both a trade value and a use-in-action value for the entire team, and so on.
Ranked modifiers are bounded from +1 to +3 based on the effect has on a single d6. While you could conceivably extend this beyond +3, be aware that doing so may make dice pool results skew to an unwieldy number of successes in a single round.
Ranked Simple modifiers
Ranked Add Dice modifiers
Beyond the d6
While DTGS has been tuned to a standard d6, it could be adapted to another base die size–a d10 or d12, for example. The range of Auto Results and Simple modifiers would need to be scaled appropriately. While this gives a more fine-grained number of modifiers, it doesn’t change the basic system of using the three types of modifiers (Add Dice, Auto Results, Simple) to resolve a group dice pool. In early playtesting for DTGS, the d6 was chosen over the d10 for simplicity’s sake by collapsing the possible number of modifiers. Be aware that adapting to a base die with a greater number of faces will result in a more “crunchy” game.
