Running the Game
While the players are responsible for keeping track of their own characteres
and deciding on their actions, the Narrator is responsible for everything
else in the game. A good Narrator tries to make sure that the game runs
as smoothly as possible and is enjoyable for all of the players. Many
components go into creating a good d20 series. The following pages
give you the basics, but simple experience is the best tool to help you
become a better Narrator.
Assigning Difficulties
d20 adventures can be broken down into a series of tasks characteres must
perform, from piecing together clues to navigating the social intricacies
of court to dueling a villain atop castle walls. It’s up to the Narrator to
assign the difficulty of these and numerous other tasks in the game and
to determine the outcome of the characteres’ efforts. Fighting has detailed
rules, while skills, feats, and powers are covered in their respective
chapters. This section offers some general guidelines on assigning the
Difficulty of a task, based on the information from those chapters.
Modifying the Roll
or the Difficulty
There are two ways of making a task easier or harder: modify the
character’s die roll or modify the task’s Difficulty. Generally speaking,
circumstances affecting a character’s performance, like having just the
right tools for the job or being forced to improvise, apply a modifier
to the die roll. Circumstances making the task easier or harder to
accomplish, like a favorable or unfavorable environment or a particularly
demanding task, modify the Difficulty. If a condition applies to the
character—like knowledge, health, equipment, preparedness, and
such—it’s usually a roll modifier. It doesn’t have to be too fine a line,
since modifying the die roll or the Difficulty amounts to the same thing
in the end: the task being easier or harder to accomplish.
In either case, you don’t need to inform the player. In fact, most of the
time you shouldn’t, since it keeps the character’s chances of success a secret
and makes the task that much more dramatic and interesting. If the
player asks, you can offer a general idea of how difficult the task is, based
on what the character would know. Usually an answer like “it’s fairly
easy for you” or “you think it will be quite difficult” is sufficient.
Circumstance Modifiers
A good rule of thumb is favorable circumstances grant a +2 bonus
on a check (or a –2 modifier to the Difficulty), while unfavorable
circumstances impose a –2 penalty on the check (or a +2 modifier to
the Difficulty). This allows you to quickly assess the conditions in an
adventure and assign an appropriate modifier to a character’s check.
Taking 10 and Taking 20
Keep in mind opportunities for characters to take 10 and take 20
on their checks (see Checks Without Rolls in the Introduction).
Characters can take 10 on a roll any time they’re not rushed,
threatened, or distracted. Characters can take 20 under the same means you can dispense with rolls for most routine tasks. If a character
wants to disable a device, for example, and his Disable Device bonus
+ 10 is equal to or greater than the Difficulty, don’t bother having
the player roll. The character just succeeds, so long as there’s no great
urgency. If the character is trying to pick a lock as a horde of skeletons
bears down on her, the associated stress means the character can’t
take 10, however.
When coming up with Difficulties for actions, keep the take 10 and
take 20 rules in mind. If the Difficulty is low enough that anyone can
take 10 and succeed, then it may be too low, or the action may be too
trivial to worry about.
The 50/50 Rule
Another good guideline to keep in mind is that the chance of an
average character (with a modifier of +0) succeeding at an average task
(Difficulty 10) is 50 percent. Any time you have an average character
do something or want to set a Difficulty that you feel is average for a
particular character, aim for about a 50 percent chance of success. If
you want to know what bonus is required to have a 50 percent chance
of succeeding at a particular task, just subtract 10 from the Difficulty.
So a Difficulty 25 action (a formidable task) requires a bonus of +15 in
order to have a 50 percent chance of success.
Keep in mind that a 50/50 chance on a task may allow a character
to take 10 and automatically succeed at that task under routine
conditions. This is an intentional design choice; the average character
only really fails at an average task when she is hurried or under stress
and can’t take 10.
Secret Checks
Sometimes it’s a good idea to make checks secretly, so the players
don’t necessarily know the result. This is usually the case for any sort
of check where the characteres don’t immediately know whether they’ve
succeeded or failed. For example, Notice checks should be made
secretly. If the check succeeds, the character notices something. If
it fails, then the player doesn’t know whether it’s because the character
failed to notice something or there wasn’t anything there to notice
in the first place. The same is true for checks involving powers, like
Mind Reading or Visions, and certain interaction checks, so the player
doesn’t necessarily know the target’s initial attitude or exactly how
much it has improved.
Altering the
Outcome of Die Rolls
On occasion, the outcome of a particular roll may seriously impact the
game. For example, the characteres are walking into a trap and none of them
make the necessary check to notice the danger in time. Or a character gets
in a lucky shot and the villain rolls a 1 on his Toughness saving throw,
resulting in a quick defeat. What do you do?
In some cases, you can just go with the outcome the dice give you. If
none of the characteres spot the trap, have it go off, but give the characteres an
opportunity to escape later on. Even if the results of the die roll are
unexpected, so long as they don’t spoil the fun of the adventure, feel
free to go with them. Unexpected twists and turns can be fun, not only
for the players, but also for you when you run the game.
On the other hand, some die rolls result in anticlimactic or just plain
dumb outcomes. In these cases, feel free to change things a little to
make the outcome more interesting or more in line with how the game
should go. In the above example, you might decide that the villain is only
stunned rather than being knocked out, giving the characteres the upper
hand, but not ending the climatic encounter prematurely.
Is this cheating? Well, yes, in a manner of speaking it is, but it’s
“cheating” in order to make the game more interesting and fun for
everyone involved. So long as you don’t alter the outcome of die rolls
unfairly or maliciously and you do it to help ensure the game is fun,
interesting, and challenging, you shouldn’t have a problem. Besides,
the players don’t have to know that you change the occasional die roll.
That’s one of the reasons it’s a good idea for Narrators to roll their dice
out of sight of the players and then announce the results.
Faking It
Sometimes circumstances will arise in your series that the rules just
don’t cover, that you’re not sure how to handle, or that would just be a
waste of time to make a lot of die rolls for. In these cases, feel free to just
fake it and make something up. Come up with a roll or rolls you feel suits
the situation and go with it, so you can keep the game moving rather
than getting bogged down in page flipping and rules arguments. One
of the great things about the d20 system is pretty much everything
can be resolved with a simple check. So when all else fails, have a player
make a check with the most appropriate trait: an ability score, skill,
power, or something else. If the check beats your estimation of the
Difficulty, it’s a success. Otherwise, it’s a failure.
You also can fake it when dealing with certain trivial situations in the
game. If there’s an important piece of information you want the players
to know, don’t bother seeing if they succeed at a Search check. You can
pretend to make the checks, then just ignore the results and tell the
players what their characteres find. Likewise, if a 10th-level character is going to
take out a 1st-level nobody, you don’t have to make all the rolls. Just ask
the player to describe how the character defeats her hapless foe.
Saying Yes to
Your Players
Players are a cunning lot, so it’s a virtual certainty that, sooner or later,
they will come up with something for their characteres to do that is not
covered in these rules. It may be a particularly innovative maneuver, a
new use for a skill or power, using the environment to their advantage
in some way, or something you never would have considered. When
this happens, take a moment and ask yourself, would it be fun if what
the player is proposing happened? A good way to think about it is, if
something similar happened in a fantasy novel, would it be cool? If the
answer is yes, then you probably should let the player try it.
Narrators have three major tools to help them say yes to their players’
innovative ideas, while keeping them (somewhat) under control.
Bonuses and Penalties
Remember the Narrator’s rule of thumb: if something aids or makes a
task easier for a character, it’s worth a +2 bonus. If it makes the task
harder or hinders the character, it’s worth a –2 penalty. This allows you
to assign modifiers for almost any situation on the fly, without having to
look things up and slow down the game while puzzling out all the pluses
and minuses. Just evaluate the overall situation, decide if the conditions
are beneficial, neutral, or detrimental, and assign a +2, +0, or –2.
Extra Effort
When players want their characters to be able to pull off something
outlandish, rather than saying no, let them try, but make them pay for
it by saying it counts as extra effort. Extra effort already allows characteres
to pull off various stunts, so there’s no reason you can’t expand the list
when players come up with other ones.
Conviction
Like extra effort, Conviction points allow characteres to pull off amazing
stunts. If a player wants to do something outlandish, require a
Conviction point to make the attempt. The Conviction doesn’t do
anything but let the character try something unusual, and players won’t be
able to pull off stunts all the time because their characteres have a limited
number of Conviction points to spend. Still, it allows for the occasional
one-of-a-kind stunts characteres accomplish in fantasy fiction.
Making Mistakes
Narrators are only human. Sooner or later, you’ll make a mistake,
whether it’s forgetting a particular rule or overlooking something about
a character or an element of the story. Don’t worry, it happens, and it
doesn’t mean your game is ruined!
The best way to handle a mistake is to own up to it. Tell your players you
made a mistake and need to make a change in order to keep the game
balanced, fair, and fun. Be reasonable and straightforward in handling
your mistakes, and your players are much more likely to be cooperative
and understanding in return.
Heroic Advancement
As characteres go on adventures and overcome challenges, they learn from
their mistakes and draw confidence from their successes. Over time,
they grow and become more capable. They learn new tricks and refine
old skills. d20 reflects this development through the awarding of
levels.
Essentially, after an adventure or two, whenever you feel the characteres
have reached a point of development in their story, you can award
them an additional level. Generally, characteres should earn one level every
one or two adventures, meaning they can go from 1st level to 20th
level in twenty to forty adventures total. They only earn a level during
a single adventure if it is especially long or harrowing, or they achieve
a considerable success (in the Narrator’s estimation).
Players can choose to apply this new level to one of their character’s existing
roles, or they can add a level in a new role (see Mixed-Role Heroes in
Chapter 1). Increasing in level also improves a character’s abilities: attack
bonus, Defense, saving throws, and so forth. Each character also gains a
new feat upon attaining a new level. See Level-Dependent Benefits
in Chapter 1 for details.
Normally, characteres immediately gain all bonuses from their new level,
but the Narrator can require some training time or preparation before
the characteres improve in level. This is particularly true for characteres adding a
new role. They may need the assistance of a teacher or mentor to attain
their 1st level in the role.
Using Opposed Checks
Opposed checks offer a useful tool for comparing the efforts of two individuals in a quick and easy way. This applies not only to skills, but also
to things like powers. If two or more characters compete at a particular task, you can resolve it with an opposed check. The one with the highest
check result wins. Of course, you can play things out if you want, but sometimes it’s good to be able to resolve things with a quick opposed check
and move on.
As Narrator, if you find yourself without a particular rule to resolve a conflict or contest, the opposed check is your friend. Pick the appropriate
skill or ability, make checks for all involved, and compare the results to see how they did.
