Mechanics: Opposed Rolls

Mechanics: Opposed Rolls

When characters are directly competing against each other outside of compab an Opposed Roll determines the victor.

Opposed rolls are handled like checks where the GM sets one of the thresholds and the competing players try to get the highest roll for the other one. The GM will consider the challenge and decide which threshold (Precision or Impact) is more critical. That is the threshold the competing players will roll for. The GM then sets a target for the less critical threshold and the players roll. For example, if the characters are playing tug-of-war, the GM may say that the rolls’ Impact is more critical than Precision. If the challenge is a game of darts, the GM might choose Precision over Impact. The victor is the player who rolls highest on the critical threshold while meeting or surpassing the non-critical one. In the case of a tie for the critical threshold, the highest non-critical score wins. If both numbers tie, no progress is made and the characters should roll again.

Example: Frank and Saharra are arm wrestling. The GM decides that the relevant Attributes are Power and Willpower. For this contest, the Impact of the players’ rolls is more important than their Precision, so she sets the Precision threshold at 4 (not much finesse is needed for arm wrestling). Frank adds his Power (d8/d4) and Willpower (d6/d4) pools together for a combined pool of d8/d6/d4/d4. Saharra also combines her Power pool (d10) and Willpower pool (d8/d6/d4) for a grand total of d10/d8/d6/d4. Frank rolls 6/4/3/4 and Saharra rolls 5/6/1/3. Frank chooses his d8 and d4 for a total Precision of 9 (which handily exceeds the GM’s target threshold of 4) and an Impact of 3. Saharra chooses her d8 and d6, giving her a Precision of 7 and Impact of 5. Her Precision is high enough to avoid failure, and her Impact beats Frank's. Saharra is the winner!