Game Mechanics Reference
When to Roll a Die
When a player asks to perform an action, follow this 6-step process:
- Does this require a die roll? — If they are never or always going to succeed, don’t bother rolling. Just keep the game going. If the odds are somewhere between 1% and 99% chance of success, this is when to roll.
- What skill is being tested? — Consider what particular skill attribute fits the check. If you are not using skills, skip this step.
- How hard is success? — Set the Difficulty Class (DC) using the probability table below.
- Roll the dice — Get the player to roll the 20-sided die.
- Add modifiers — Add or subtract any modifiers to their raw dice roll. This includes stats and abilities.
- Describe what happens — Narrate the outcome in fiction.
Skills Reference
Below is a consolidated listing of all sub-skills organised under each core stat.
Strength STR
Represents Power and Force
- Change Management: Implementing new systems, driving organisational transformation.
- Project Delivery: Executing plans, meeting deadlines.
- Forceful Operations of Power: Applying direct force or authority to achieve objectives.
Dexterity DEX
Represents Agility, Reflexes, and Adaptability
- Adaptability: Your ability to change tactics or strategies on the fly based on new information or changing circumstances.
- Multitasking: Your capacity to juggle multiple tasks or responsibilities at once without losing focus or effectiveness.
- Risk Mitigation: Making fast adjustments to mitigate emerging risks.
Constitution CON
Represents Willingness to Endure and Stamina
- Endurance: Your ability to sustain prolonged effort or activity, particularly in high-pressure or stressful situations.
- Crisis Management: Your capacity to stay calm and make effective decisions in emergency or crisis scenarios.
- Workload Endurance: Managing heavy workloads over extended periods.
- Stress Tolerance: Operating effectively under high stress.
- Adversity Handling: Overcoming professional setbacks or failures.
- Long-Term Focus: Maintaining energy and focus on long-term projects.
Intelligence INT
Represents Mental Acuity, Information Recall, and Analytical Skill
- Research: Your ability to gather, understand, and use information effectively.
- Strategic Thinking: Your capacity to develop long-term plans and understand complex problems.
- Technical Understanding: Grasping complex technical concepts or systems.
- Problem Solving: Applying logical reasoning.
- Data Analysis: Analysing complex datasets for insights.
Wisdom WIS
Represents Perception, Intuition, and Judgement
- Insight: Your ability to understand and interpret not only what is being said but the underlying intentions or truths.
- Risk Assessment: Your capacity to identify potential threats or pitfalls in a situation or plan.
- Stakeholder Perception: Understanding unspoken needs or concerns of stakeholders.
- Trend Forecasting: Anticipating industry or market trends.
- Ethical Judgement: Making decisions that align with ethical standards and corporate social responsibility.
Charisma CHA
Represents Force of Personality, Persuasion, and Leadership
- Influence: Your ability to persuade others and gain support for your ideas or initiatives.
- Negotiation: Persuading others in discussions or agreements.
- Leadership: Your capacity to guide, inspire, and manage others.
- Stakeholder Engagement: Building strong relationships with key stakeholders.
- Deception: Shaping the narrative to bend belief in your favour.
Difficulty Class / Probability Table
Probabilistic thinking is a core aim of InsightRPG. The act of estimating a probability before rolling helps players calibrate their judgement and check their own biases. By asking players to commit to a number, you surface hidden assumptions and create a moment of genuine reflection before the dice decide.
Ask the player: “I am going to encourage you as an expert to weigh in here. What do you think your probability of success is from 0–100? And can you explain your answer?” Then convert that estimate to the DC below.
| Descriptor | Probability Estimate | DC |
|---|---|---|
| Almost Certain | 99% | 1 |
| Highly Likely | 95% | 2 |
| Very Likely | 90% | 3 |
| Expected | 85% | 4 |
| Good Chance | 80% | 5 |
| Probable | 75% | 6 |
| Likely | 70% | 7 |
| Quite Possible | 65% | 8 |
| More Often Than Not | 60% | 9 |
| Maybe | 55% | 10 |
| Even Odds | 50% | 11 |
| Perhaps | 45% | 12 |
| Somewhat Unlikely | 40% | 13 |
| Unlikely | 35% | 14 |
| Not Often | 30% | 15 |
| Probably Not | 25% | 16 |
| Rarely | 20% | 17 |
| Remote | 15% | 18 |
| Highly Unlikely | 10% | 19 |
| Extremely Unlikely | 5% | 20 |
Roll the Dice / Add Modifiers / Describe What Happens
Below is a worked example showing the full mechanic in action.