Diceless Resolution
I play a lot of games with my son. Sometimes we don't have dice, cards, or other tools for resolving narrative situations. Initially I toyed with a resolution system that relied purely on chance, where both participants put their hands behind their backs and then reveal them at the same time. The total of both finger sums determines the winner, with odd or even assigned to each participant.
I was not a fan of this system, so I designed my own. It isn't perfect, but I think it does a better job of representing the "old school" RPG experience than pure chance does.
Diceless Resolution Rules
The following rules assume the reader's familiarity with terms such as "Player Character (PC)" and "Game Master (GM)."
At the start of each day, a player character has 10 Energy, represented by 5 fingers on each hand. This number might decrease due to actions that the PC takes during the day, ongoing conditions, etc., but can never exceed 10 in total.
Tests
When the outcome of an action is uncertain, the GM secretly chooses a number between 1–10 to represent the Difficulty Score (DS). Typically, tasks fall within the following bands:
| Challenge | DS |
|---|---|
| Easy | 3 |
| Risky | 6 |
| Deadly | 9 |
Once the DS has been selected, the GM hides both hands behind their backs, extending fingers equal to the DS. The GM then describes the Test's perceptible difficulty and potential consequences in narrative terms, e.g., "the spike pit is narrow enough to jump over, but the fall inside looks deadly."
The active player then secretly chooses a number between 1–10 Energy to invest in the Test. This number represents the effort their PC is willing to commit. They can only invest up to their current Energy (or remaining fingers). The player then hides both hands behind their backs, extending fingers equal to the Energy they chose. On the count of three, both the player and the GM reveal their hands.
The GM compares the DS with the Energy the PC has invested in the Test. If the player's invested Energy is equal to the DS, their attempt succeeded!
If the invested Energy is higher than the DS, they also succeed, but lose 1 Energy for overextending themselves.
If the invested Energy is lower than the DS, they face the negative consequences and lose Energy equal to the difference between the invested Energy and the DS.
Advantage
If a character has a skill, tool, or fictional edge when performing a Test, the GM may grant them Advantage. Some classes grant Advantage automatically. When making a Test with Advantage, that character may adjust the number they revealed by +1 or −1 after both sides have revealed, provided the new number does not exceed their current Energy.
Regaining Energy
Any lost Energy can be regained after a long rest (4 - 8 hours). This is handled within the fiction.
Death
A character with 0 Energy is considered unconscious or dead.
Example:
A PC is travelling through an underground cavern, torch in hand. They carefully check for traps and dangers along the way, cautiously exploring a long-abandoned tunnel. Suddenly, they come across a rickety bridge hanging over a perilous ravine. There is an obvious gap in the center where a large number of wooden planks have fallen into the darkness below. Still, they decide to cross rather than retrace their steps. The GM secretly chooses a Difficulty Score of 7, hiding their hands behind their backs. They then explain the obvious dangers (falling to their death), noting that the gap in the center of the bridge isn't difficult to surmount, though the bridge itself might not hold their weight where it is weakest. The player secretly chooses to invest 9 Energy in the task. They hide their hands behind their backs, extending 4 fingers on one hand and 5 on the other. Both the GM and the player reveal their hands at the same time. The player presents their Energy total (9). They succeed, but lose 1 Energy for going over the DS. The GM declares that the bridge was quite rickety, but the PC's care and caution paid off. Still, they were wet with sweat by the time they reached the other side, their muscles tight from the effort. The player then suggests that their character should continue their journey, noting that they have some Energy left for perhaps one more Test before they need to rest for the night.
Non-player Characters (NPCs)
An NPC’s DS is also their Energy. When they lose Energy, their DS is reduced by the same amount.
Combat
Initiative
At the start of combat the players select a single player to put their hands behind their back. The GM does the same, and then both sides reveal their hands after a count of 3. The total of both sides determining the winner, with odds going to the GM and even to the players.
A Round is roughly ten seconds of in-game time and and proceeds with each side taking turns. Each round starts with any PC that is able to act, followed by their opponents.
Melee
Melee combat is resolved as a Test against the opponent’s DS. If the attacker’s number is equal to the opponent’s DS, both combatants lose 1 Energy. If the attacker’s number is greater than the opponent’s DS, the attack hits and the opponent loses Energy equal to the difference between the attacker’s number and the opponent’s DS. If the attacker’s number is lower than the opponent’s DS, the attack fails and the attacker loses Energy equal to the difference between the opponent’s DS and the attacker’s number. Combat continues until one combatant reaches 0 Energy.
Ranged Attacks
Ranged combat is resolved as a Test against the opponent’s DS. If the attacker’s number is equal to or greater than the opponent’s DS, the attack hits. If the attacker’s number is lower than the opponent’s DS, the attack fails and the exchange ends. Optionally, the GM could consider the rational consequences of failure (lost items or Energy). Either way, the target of the attack does not deal damage against the attacker.
Fleeing
A combatant may attempt to flee by making a normal Test against the opponent’s DS. On a success they escape to relative safety. On a fail they simply lose their turn.
Classes
Wizard
A Wizard can cast spells equal to their cost. To cast a spell they know, Wizard then subtracts Energy equal to the spell cost. Only one spell can be active at any time. At the start of play, a Wizard knows a combination of the following spells equal to their Energy (10):
| Spell | Cost | Effect |
|---|---|---|
| Continual Light | 1 | A steady light illuminates a small area until it is dispelled. |
| Whisper | 1 | Send a short message to a person you have seen today. |
| Detect Magic | 1 | Sense the presence of magic and magical effects in the immediate area. |
| Magic Missile | 3 | Deal 3 Energy damage to a target you can see. |
| Push/Pull | 3 | Move a person or object a short distance in a direction of your choosing. |
| Knock | 3 | Open a locked, barred, or stuck door or container. |
| Charm | 3 | A target becomes friendly and cooperative for a short time. |
| Shield | 3 | Negate the next instance of Energy loss you (or a friend) would take. |
| Mist Form | 5 | Your body becomes an invulnerable mist that can pass through small gaps. |
| Levitation | 5 | You or a target rises and remains suspended, moving slowly up or down. |
| Fireball | 7 | Deal 7 Energy damage to all targets in a small area. |
| Invisibility | 7 | You cannot be seen until you interact directly with something. |
| Lightning Bolt | 7 | Deal 7 Energy damage in a straight line through multiple targets. |
| Teleport | 7 | Instantly move yourself to a location you can see or clearly imagine nearby. |
| Wall of Force | 7 | Create an invisible, impenetrable barrier. |
Enhancing Spells
A Wizard may enhance a spell by spending additional Energy and making a Test. After paying the spell’s cost, the Wizard may spend any additional amount of Energy and make a Test using that number. The GM sets a DS based on how ambitious the enhancement is. If the result is equal to or greater than the DS, the spell is enhanced. If the result is lower than the DS, the spell fails or backfires (often to disastrous results). In either case, the total amount of Energy spent is lost.
Learning Spells
Wizards can learn new spells by finding scrolls, which crumble to dust after being read.
Thief
A Thief has Advantage on any Tests involving picking locks, finesse, or acts requiring great dexterity. Once per day the Thief can ask the GM the DS of a Test before it happens.
Fighter
A Fighter has Advantage on any Tests of physical prowess, and applies Advantage to all combat Tests.
Credits
Some of these rules are based on Cairn by me, Yochai Gal (CC-BY-SA 4.0) and Nate Treme's Tunnel Goons.
These rules are released under a CC-BY-SA 4.0 license.