Dice System
Glintlock uses a d20 vs dual threshold resolution system with position-based advantage, three outcome tiers, and a Mettle/Threat currency economy.
Core Mechanic
Roll 1d20 against two thresholds derived from your stat:
- Weak DC = 20 − (Stat × 2)
- Strong DC = 20 − Stat
- Training in a relevant skill = treat stat as +1 for both formulas
Compare the roll to the DCs:
- ≥ Strong DC → Strong Hit — exceptional success, full effect. +1 Mettle.
- ≥ Weak DC, < Strong DC → Weak Hit — success, but at a cost. +1 Mettle, +1 Threat (the GM decides the cost).
- < Weak DC → Miss — fail-forward. You get what you wanted, but the cost is steep. +2 Threat.
Tag-Driven Position
Before each roll, count helpful tags minus hindering tags. Tag types: power (+1), gear (+1), scene (+/-1), story (+1 single-use), weakness (-1), condition (-1).
| Net Tags | Position | Roll |
|---|---|---|
| 0 or less | Desperate | 2d20, take lower |
| 1–2 | Risky | 1d20 |
| 3+ | Controlled | 2d20, take higher |
Natural 20 / Natural 1
- Natural 20: Always a Strong Hit. +2 Mettle. Maximum weapon damage.
- Natural 1: Always a Miss. +3 Threat. Spells trigger backlash (2d12) for Invoker/Seer.
Probability Table
| Eff. Stat | Weak DC | Strong DC | Miss% | Weak% | Strong% |
|---|---|---|---|---|---|
| 1 | 18 | 19 | 85% | 5% | 10% |
| 2 | 16 | 18 | 75% | 10% | 15% |
| 3 | 14 | 17 | 65% | 15% | 20% |
| 4 | 12 | 16 | 55% | 20% | 25% |
| 5 | 10 | 15 | 45% | 25% | 30% |
| 6 | 8 | 14 | 35% | 30% | 35% |
Position modifies these via 2d20 take higher (Controlled) or 2d20 take lower (Desperate).
Mettle & Threat
Mettle (player currency, 0–6, starts 0 per session):
- Gained on Strong Hits (+1), Weak Hits (+1), Nat 20s (+2), Deep Cuts (+1), leaning into conditions (+1), weakness invocation (+1)
- Reactive: Resist (1M), Suppress Condition (1M), Defy Death (2M)
- Proactive: Steel Yourself (1M, +2), Advantage Die (1M), Press Advantage (2M)
- Narrative: Declare a Detail (1M), Invoke Bond (1M), Call Contact (1M), Flashback (2M)
- Identity: Class Feature (2-3M), Force Transition (2M)
Threat (GM currency, 0–6, starts 0):
- Gained on Weak Hits (+1), Misses (+2), Nat 1s (+3), and per exploration turn in danger
- Free (0): Atmosphere, foreshadowing. Soft (1): Announce trouble, use up resources. Hard (2): Deal harm, apply condition, tick doom. Dire (3): Multiple hard moves, permanent consequence.
- Spending Floor: At Threat 4-5 GM MUST spend Hard+. At Threat 6 GM MUST immediately spend Hard+.
Stress
Track: 0–6. HP handles physical damage; Stress handles mental/narrative degradation.
| Stress | Effect |
|---|---|
| 0–1 | Clear-headed. No effect. |
| 2–3 | Shaken. Counts as a -1 condition tag for position. |
| 4–5 | Strained. Mettle spending costs double. |
| 6 | Breaking point. Roll table, clear 3, lasting consequence. |
When to Roll
Only roll when all three conditions are met:
- There is a meaningful consequence for failure
- The task requires skill (not trivial for the character)
- There is time pressure or opposition
Trained characters automatically succeed at routine applications of their skills.