Relics of the Moon
A team-first science-fantasy roleplaying game of outlandish action-adventure
featuring the Dream Team Game SystemTM
(pre-release playtest v0.8.0)

Resolving a Challenge

Core Mechanics

Building and resolving a dice pools has a defined number of steps that must be followed in order. The steps are similar between the Team and Challenge turns, but there are some important differences. The steps are as follows:

StepTeam TurnChallenge Turn
1Set the Action (“The Huddle”)Set the Action (“The Huddle”)
2Add Dice Modifiers (“Build the Pool”)Challenge Rating (“Build the Pool”)
3Auto Result Modifiers (“Auto Results”)Challenge Threat (“Auto Results”)
4Roll Remaining DiceRoll Remaining Dice
5Simple Modifiers (“Adjust the Results”)Simple Modifiers (“Adjust the Results”)
6Final ResultFinal Result
7Resolve Challenge DiceApply Stress
8The Tides Shift (Destiny and Doom)-
9DisasterDisaster
10The Action Moves ForwardThe Action Moves Forward

Team Turn

Step 1: Set the Action (“The Huddle”)

The most important step of each round is each side Setting the Action. In this step, the players discuss amongst themselves how the Team as a whole is addressing the situation and how individual PCs contribute to this. It weaves together the narrative and mechanical aspects of the game. This involves choosing a Leader for the Challenge, as well as each player deciding what traits their PC is using in relation to the other PCs. The Team spends Destiny (or adds Doom) to activate Beneficial(+) traits that call for it. The GM spends Doom to activate applicable Hindering(-) traits that the Challenge aims at the Team (the Challenge’s “defenses”). The GM recaps the Team’s actions with the players and shares the narrative of the Challenge’s approach.

This step is akin to a “huddle” where the “play” of a Team is planned. Once modifiers start being applied in the next steps, that is when the play begins and does not stop until the final results are tallied. This means that most traits are proactively activated rather than reactively activated. Unless a trait description explicitly says it triggers at another time, traits that affect the Team pool—whether activated by the Team or the Challenge—must be declared at this step. Any activation costs for traits are done at this step. This prevents most traits from being activated after results have been rolled.

Since Destiny is a resource shared by the Team as a whole, and Doom affects the Team as a whole, it is important that all players are involved with the actions of every character, even if they are facing different Challenges. Any given PC may have multiple traits that may be activated, but they need to be balanced with the traits of the others. Collaboration is key to success in the short- and long-term with DTGS.

The Leader

The Leader is an important role for organizing actual play at the table. In most TTRPGs, the GM asks each player on their turn what their PC is doing. In DTGS, the PC Leader’s player takes this role instead of the GM. The Leader asks the question of each other player, “What do you want to do?” They then help facilitate the discussion that reaches a consensus among all the players of a group action before presenting it to the GM. If consensus cannot be reached, the Leader decides the course of action with each consenting Team member contributing their traits. For those familiar with early TTRPGs, it is akin to the role of “Caller”.

How the Leader is chosen will vary from game-to-game based on the design, but should be constructed in a way that allows every player a chance to be Leader. The collaborative nature of DTGS every PC/player to eventually be in the role of Leader when facing a Challenge, and in many sessions, every PC/player is the Leader at some point. In Relics of the Moon, the Leader role is keyed to Expertise, and thus is directly tied to every Challenge by Type. Any Rank 2+ may lead an associate Challlenge Type without sacrificing mechanical benefit. For example, if there are two PCs with Rank 2 Scav and one PC with Rank 3 Scav in a Team, any may lead a Scav Challenge and the total mechanical benefit is the same. This gives every PC/player an opportunity to lead without worrying about numerical optimization.

A Stressed Out PC may not be chosen as Leader. If the Leader becomes Stressed Out during the course of the Challenge, a new Leader must be chosen on the Team’s next turn.

Step 2: Add Dice Modifiers (“Build the Pool”)

The start to building a dice pool is based on Add Dice modifiers. There must be dice in the Team dice pool for any resolution of success/failure, or to apply other modifiers such as Auto Results or Simple modifiers. As noted in the modifiers section, there should be some sort of base Add Dice modifier for all DTGS games. It could be based on a universal trait that all PCs have (e.g., every PC contributes +1d6) or the Team has as a whole (e.g., the Team has +3d6). There can be a lot of variation here. For example, Relics of the Moon has the Expertise trait set that all PCs have.

For Relics of the Moon, there are varying Add Dice modifiers by Expertise Type and Rank. The Leader will be one of the PCs with a Rank 2+ in the Challenge Type; the other PCs assist and add their appropriate assist modifier for that Type of Challenge.

Traits with Add Dice modifiers (other than the base one, such as Expertise) are then applied, first Hindering(-) then Beneficial(+). Traits may come from the Team or the Challenge but must be relevant to the situation. If there is any question if any trait can be applied, the final decision is with the GM.

Finally, any or all points in the Destiny Pool may be used one-to-one as a +1d6 Add Dice modifier up to the maximum dice pool size (3d x number of PCs).

The result of all these Add Dice modifiers will be a number of dice in the dice pool.

No Dice Rule

In rare cases a PC group (or entire Team) may have no Add Dice modifiers to build a dice pool. For example, a lone PC in Relics of the Moon with no Ranks of Expertise in the Challenge Type, no Supplies of that Type, and no Destiny to create Add Dice. If this happens, the PC group has a single die pool of 1d6. No Beneficial(+) modifiers of any type may be applied to this pool, though Hindering(-) modifiers may still apply. If the Hindering(-) modifiers are such that success is not possible, it would be wise for the PC group to withdraw from the Challenge.

Step 3: Auto Result Modifiers (“Auto Results”)

After the base dice pool has been created with Add Dice modifiers, Auto Result modifiers are applied. Auto Result modifiers do exactly as the name suggests: They change the results of a single die to have a particular value before and instead of a die being rolled. One can consider that the die chosen has been rolled with the value of the Auto Result modifier. The shorthand is read as “an automatic # result applied to # dice”.

For example, a Team has a dice pool of 5d6. One of the PCs uses a trait that gives them A6 / 1d (an automatic 6 result applied to one die). The Team takes 1d6 from the pool and changes its face to a 6 result. That die is considered to have rolled a 6 and will not be rolled with the other 4d6. Thus, an “automatic result” (Auto Result) of 6 on one die.

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. Just like any other modifier type, Hindering(-) modifiers are applied before Beneficial(+) modifiers. In very small dice pools, if Auto Result modifiers exceed the number of dice, the excess modifiers are lost.

Step 4: Roll Remaining Dice

The remaining dice in the dice pool that are not Auto Result modifiers are then rolled. By consensus any player may roll the pool. However, if the decision is not unanimous, the player whose PC is leading the Challenge rolls the pool. After the roll, all dice in the pool will have a result either from rolling or Auto Result modifiers.

Step 5: Simple Modifiers (“Adjust the Results”)

The final type of modifier is a simple addition or subtraction from the result on a number of individual dice. The shorthand is read “add # to # of dice” or “subtract # from # of dice”. As always, Hindering(-) Simple modifiers are applied before Beneficial(+) Simple modifiers.

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.

The primary strategy with Simple modifiers is to maximize the number of successes, or minimize the effect of botches and brace against Disaster. A secondary strategy is to maximize Destiny from critical successes and minimize Doom from botches.

For example, a 5d6 pool is rolled with a [1, 3, 3, 4, 5]. The Team has two traits with Simple modifiers that are applicable: One trait gives +1 / 2d and the other gives +2 / 1d for a set of [+1, +1, +2]. While they may apply them in any order, each Beneficial(+) modifier must be applied to a different die. The Team could apply the +2 / 1d to the 5 [1, 3, 3, 4, 5+2] to become [1, 3, 3, 4, 7]. This would give them a single critical success (7) that counts as two successes and a Destiny point. However, it would also leave a (1) which is a botch that would remove one success and add a point to the Doom Pool. The net result would be one success, one Destiny, and one Doom.

Or they could apply the +2 / 1d to the 1 [1+2, 3, 3, 4, 5] to give [3, 3, 3, 4, 5]. This would prevent the botch but also prevent a critical success. There is still one net success, but no Destiny or Doom points are created. Depending on the current state of affairs, the Team would choose to apply the Simple modifiers one way instead of the other. For now they choose [1, 3, 3, 4, 7].

Now they need to apply +1 / 2d (+1 to two different dice). They may not apply either +1 to the die already modified by the +2 / 1d. In the current set [1, 3, 3, 4, 7], maybe apply it to the 1 to avoid a botch, and to the 4 to make it a success [1+1, 3, 3, 4+1, 7] for [2, 3, 3, 5, 7]. A net of 3 successes (one for the 5, two for the 7), one Destiny (for the 7), and no Doom (no results 1 or less).

Unlike Auto Result modifiers, a Beneficial(+) Simple modifier may be applied to a die that already has a Hindering(-) Simple modifier applied even if there are other unmodified dice. For example, a Team has a pool with [2, 3, 3, 5, 6] before Simple modifiers. The Challenge has a -2 / 2d trait. Apply a -2 to the 2 and 3, that makes the set [2-2, 3-2, 3, 5, 6] for [0, 1, 3, 5, 6]. The Team has a +1 / 2d and may apply those modifiers to the already modified 0 or 1. For example, they may choose to apply their +1 / 2d to the 1 and the 6 [0, 1+1, 3, 5, 6+1] giving a final result of [0, 2, 3, 5, 7]: Two successes (one for the 5, two for the 7, minus one for the 0), 1 Destiny (for the 7), and 1 Doom (for the 0).

Step 6: Final Result

After all Simple modifiers have been applied, the results are totaled.

  • A result of 5 or 6 counts as one success.
  • A result of 7 or 8 is a “critical success”. It counts as two successes.
  • A result of 9 is an “overpowering success”. It counts as three successes.
  • A result of 1 or 0 is considered a “botch”. It removes one success.
  • A result of -1 or -2 is a “major botch”. It removes two successes.
  • A result of 2, 3, or 4 counts as zero successes.
  • If the final total number of successes is -1 or less, the round is a “Disaster” and creates a temporary Hindering(-) trait for the group facing the Challenge or a temporary Beneficial(+) trait for the Challenge.

Step 7: Resolve Challenge Dice

Each success resolves one die of the Challenge. Resolved dice stay resolved from round-to-round unless the Challenge has a trait that allows dice to “unresolve” or “become free dice”. If all the dice of the Challenge are resolved (the total of all resolved dice from all rounds is equal to or greater than the Challenge rating), the Challenge is resolved and Challenge does not take another turn.

If there are no successes but also no botches, the round doesn’t add to the progress of the Team toward resolving the Challenge. However, it also doesn’t have any direct consequences (other than that the Challenge still gets to take a turn).

Step 8: The Tides Shift

When facing any Threat level except a Common Threat, the balance of Destiny and Doom will shift with critical successes and botches made by the Team. This only happens on the Team turn (and not the Challenge turn).

  • Each critical success adds one (1) Destiny point to the pool.
  • Each botch and major botch adds one (1) Doom to the pool.
  • Each overpowering success adds three (3) Destiny points to the Destiny pool as well as adds three (3) Doom points to the Doom pool.

Note that the Tides are generally not affected by Tests; in Relics of the Moon, Tests never generate Destiny nor Doom.

Step 9: Disaster

With a negative number of successes (where botches outweigh successes), a round is considered a “Disaster”. Some negative effect takes hold of the acting side through a temporary trait. Some PC and Challenge traits will trigger on Disaster, including beneficial ones. Traits from a Disaster typically last the remainder of the Event. However, some traits from Disasters may be removed based on conditions given in the trait.

While interpreting the mechanical effects of Distaster is open to the GM, a rough rule of thumb is a -1 / 1d applied to the Team or a +1 / 1d applied to the Challenge for the remainder of the Event, or preventing a current PC or Team trait from being used (an important item being knocked out of reach, etc.).

Step 10: The Action Moves Forward

During the Set the Action step is the opportunity to describe how the traits that give the modifiers are playing out. Is someone rushing in with their Trusty Blaster (+1 / 1d) to face an adversary? Are negotiations with a merchant particularly difficult because they are Stubborn (-1 / 2d)? In every Challenge, the mechanics and narrative are intertwined. When it comes to the final results of a Team round, the GM and players together use the results to describe the consequences of the Team’s efforts. Did quelling the crowd end up with multiple critical successes? What does that look like? Did free climbing down a slippery cliff end in Disaster?

If the Challenge is not yet resolved, the Challenge now takes its turn.

Challenge Turn

Step 1: Set the Action (“The Huddle”)

Before the Challenge acts, the Team has a chance to describe how it is going to mitigate the circumstances. This is very similar to the Set the Action step of the Team turn. If the Challenge acts first, the Team chooses a Leader; otherwise, the Leader has already been chosen. The players discuss amongst themselves how the Team as a whole is addressing the situation and how individual PCs contribute to this. It weaves together the narrative and mechanical aspects of the game.

In general, the Team will be activating traits to apply Hindering(-) modifiers to the Challenge. These are seen as “defensive” moves on the part of the Team to avoid potential Stress. Unlike many TTRPGs, defenses are active rather than passive. Defensive traits need to be intentionally activated each round.

Step 2: Challenge Rating (“Build the Pool”)

The Challenge Rating takes the place of Add Dice modifiers. Since this rating is fixed, the Challenge dice pool size does not change and is not affected by Add Dice modifiers.

Step 3: Challenge Threat (“Auto Results”)

Any dice that were resolved by the Team are now converted into Auto Result modifiers based on the Threat level. For example, if the Team resolved three (3) dice of a Minor 5 Challenge in the first round, then three (3) of the five (5) dice in the pool will be A4. This leaves two dice “free” to roll. Note again that the Challenge dice pool size never changes unless the Challenge is split; resolved dice are always converted to an Auto Result.

Step 4: Roll Remaining Dice

The remaining dice in the dice pool that are not Auto Result modifiers are then rolled. After the roll, all dice in the pool will have a result either from rolling or Auto Result modifiers.

Step 5: Simple Modifiers (“Adjust the Results”)

Simple modifiers are handled exactly the same as with the Team pool: A simple addition or subtraction from the result on a number of individual dice.

Step 6: Final Result

After all Simple modifiers have been applied, the results are totaled.

  • A result of 5 or 6 counts as one success.
  • A result of 7 or 8 is a “critical success”. It counts as two successes.
  • A result of 9 is an “overpowering success”. It counts as three successes.
  • A result of 1 or 0 is considered a “botch”. It removes one success.
  • A result of -1 or -2 is a “major botch”. It removes two successes.
  • A result of 2, 3, or 4 counts as zero successes.
  • If the final total number of successes is -1 or less, the round is a “Disaster” and creates a temporary Hindering(-) trait for the Challenge or a temporary Beneficial(+) trait for the Team.

Step 7: Apply Stress

Each Challenge success applies one (1) Stress to the Team. This Stress is distributed by consensus. For example, if there is a Team of four PCs and a Challenge turn results in 4 Stress:

  • It could be distributed evenly (1 Stress to each)
  • Two of the PCs take 2 Stress each
  • One PC takes 2 Stress, two PCs each take 1 Stress, and zero Stress for the other
  • A single PC may take all 4 Stress

Which strategy is dependent on a number of factors such as the current Stress level of each PC, or if some PCs have traits that interact with Stress (like regenerative abilities, or unlocking a Beneficial(+) modifier when hitting a certain Stress threshold). If consensus cannot be reached (or the group wants to simplify the process), the Leader distributes Stress.

Step 8: The Tides

Unlike the Team turn, results from the Challenge pool do not affect the Tides of Doom or Destiny.

Step 9: Disaster

Challenge rounds may end in Disaster, just like the Team round. A temporary Hindering(-) trait created applies to the Challenge or a temporary Beneficial(+) trait for the Team.

Step 10: The Action Moves Forward

When all the mechanics have been applied, a narrative picture should be built. What happened to the Team based on the Challenge’s actions? This leads into the next round and Team Turn.

Basic Dice Pool Strategy for Teams

A balance of Add Dice modifiers and Simple modifiers is often the most effective strategy for success.

  • Add Dice modifiers create the base pool of dice to be rolled. The more dice you have, the more successes you can potentially roll. However, the more dice you have, the more botches you may roll. Consider this when building your dice pool.
  • Simple modifiers are used to fine-tune the results that are rolled. They are used to maximize the number of successes and/or to minimize the number of botches. By extension, they are also used to maximize Destiny generated or minimize Doom generated.
  • Auto Result modifiers are used to push results towards success when it is critical to succeed. While they do not guarantee success, they are very powerful when combined with Simple modifiers.
  • On the Team turn, an optimal pool has one Beneficial(+) Simple modifier for every Add Dice modifier; that is, every die in the Team dice pool has a Simple modifier. This maximizes the number of successes, minimizes the number of botches, maximizes Destiny gain, and minimizes Doom gain all at once. Adding one or more Auto Results to this optimal setup nearly guarantees some amount of success.
  • Design Note: A good DTGS design will not force an optimal pool from a single set of traits. That is, there should be multiple ways of achieving the same or similar dice pools from a number of different combinations of traits from the Team as a whole. This helps to minimize an aspect of the “quarterbacking problem” common to cooperative games where there is an obvious “best” numerical strategy every round. By allowing multiple equivalent strategies, each with a different flavor based on the narrative aspect of the traits being activated, storytelling remains dynamic rather than reusing the same stale combination over and over again.