Endeavor RPG

DIGITS: A Resolution Mechanic

Sup, Goblins!

Today I want to share a tidy resolution mechanic I’m lovingly calling DIGITS that you can use with just your fingers. You can technically just say the number out loud at the same time but, if possible, throwing the number with your hands adds a tactile feel that’s fun and makes counting a tad easier. This is a great mechanic if you’re out on a hike, spending the day at the park, or for an impromptu rpg session where no one has dice for some reason.

For this mechanic, the GM sets a challenge rating between 1-5. The “attacker” and “defender” count to three together and then throw a number 1-10 with their digits. It’s important to note that in this mechanic 10 is next to one and you always count the number thrown in the distance. If the “attackers” thrown number is within the distance (as determined by the challenge rating) of the of the “defenders” thrown number the “attacker” succeeds. Similarly if the “attackers” thrown number is not within the distance (as determined by the challenge rating) of the of the “defenders” thrown number the “attacker” fails.

EXAMPLE 1
If the challenge rating is two and the attacker throws 3, if the numbers 2, 3, or 4 are thrown by the defender it would result in the attacker winning.

EXAMPLE 2
Challenge Rating: 2
Attacker: 4
Defender: 9
Result = Defender wins

EXAMPLE 3
Challenge Rating: 4
Attacker: 2
Defender: 9
Result = Attacker wins
(This is because 10 is next to 1. Although counting up 2 is eight away from 9, counting down 2 is exactly four away from 9)

CHALLENGE RATING PROBABILITIES

CR 1
1 in 10: 90% chance of defender success

CR 2
3 in 10: 70% chance of defender success

CR 3
5 in 10: 50% chance of defender success

CR 4
7 in 10: 30% chance of defender success

CR 5
9 in 10: 10% chance of success

CRITICAL SUCCESS

The attacker can have a “Critical Success” by matching the defenders number exactly. This means the attacker always has a 10% chance of critical success. Ultimately, the GM will determine what this means for the relevant situation but typically means you succeed as much as the fiction allows you to. If it’s an actual attack instead of a skill check I am also partial to double damage on CRITs.

That’s it! I would guess something like this has been thought of before but I’m not aware if so. I’ve had this mechanic rattling around my brain for a while and thought I’d finally wrinkle out the kinks and share with you. I hope you have fun using this to coax your friends and loved ones into playing even more RPGs!