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 DCStrong Hit — exceptional success, full effect. +1 Mettle.
  • ≥ Weak DC, < Strong DCWeak Hit — success, but at a cost. +1 Mettle, +1 Threat (the GM decides the cost).
  • < Weak DCMiss — 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 TagsPositionRoll
0 or lessDesperate2d20, take lower
1–2Risky1d20
3+Controlled2d20, 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. StatWeak DCStrong DCMiss%Weak%Strong%
1181985%5%10%
2161875%10%15%
3141765%15%20%
4121655%20%25%
5101545%25%30%
681435%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.

StressEffect
0–1Clear-headed. No effect.
2–3Shaken. Counts as a -1 condition tag for position.
4–5Strained. Mettle spending costs double.
6Breaking point. Roll table, clear 3, lasting consequence.

When to Roll

Only roll when all three conditions are met:

  1. There is a meaningful consequence for failure
  2. The task requires skill (not trivial for the character)
  3. There is time pressure or opposition

Trained characters automatically succeed at routine applications of their skills.