Rules
24XX
Text by Jason Tocci under a Creative Commons Attribution 4.0 license (CC BY 4.0)
Play
Players describe what their characters do. The GM advises when their action is impossible, demands a cost or extra steps, or presents a risk. Players can revise plans before committing so as to change goal/stakes. Only roll to avoid risk.Rolling
Roll a skill die — d6 by default, higher with a relevant skill, or d4 if hindered by injury or circumstances. If helped by circumstances, roll an extra d6; if helped by an ally, they roll their skill die and share the risk. Take the highest die.- 1–2 Disaster. Suffer the full risk. GM decides if you succeed at all. If risking death, you die.
- 3–4 Setback. A lesser consequence or partial success. If risking death, you’re injured.
- 5+ Success. The higher the roll, the better.