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: Applying direct force or authority to achieve objectives.
Dexterity DEX
Represents Agility, Reflexes, and Adaptability
- Adaptability: Changing tactics or strategies on the fly as information or circumstances shift.
- Multitasking: Juggling multiple tasks without losing focus or effectiveness.
- Risk Mitigation: Making fast adjustments to mitigate emerging risks.
Constitution CON
Represents Willingness to Endure and Stamina
- Endurance: Sustaining prolonged effort under pressure.
- Crisis Management: Staying calm and deciding effectively in an emergency.
- 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: Keeping energy and focus on long-term projects.
Intelligence INT
Represents Mental Acuity, Information Recall, and Analytical Skill
- Research: Gathering, understanding, and using information effectively.
- Strategic Thinking: Developing long-term plans and grasping 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: Reading the underlying intentions or truths behind what is said.
- Risk Assessment: Identifying potential threats or pitfalls in a situation or plan.
- Stakeholder Perception: Reading the unspoken needs or concerns of stakeholders.
- Trend Forecasting: Anticipating industry or market trends.
- Ethical Judgement: Making decisions aligned with ethical standards and corporate social responsibility.
Charisma CHA
Represents Force of Personality, Persuasion, and Leadership
- Influence: Persuading others and winning support for your ideas or initiatives.
- Negotiation: Persuading others in discussions or agreements.
- Leadership: Guiding, inspiring, and managing 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. Estimating a probability before rolling helps players calibrate their judgement and check their own biases. Committing to a number surfaces hidden assumptions and creates a moment of genuine reflection before the dice decide.
Ask the player: "I'd like you to weigh in as an expert here. What do you think your probability of success is from 0-100, and why?" Convert the estimate to a DC using the table 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.