Blades in the Dark
By One Seven DesignThe Basics
The Basics
The Core System
Judgment calls
Rolling the Dice
The Game Structure
Actions & Attributes
Stress & Trauma
Progress clocks
Action Roll
Effect
Setting Position & Effect
Consequences and Harm
Resistance and Armor
Fortune Roll
Gathering Information
Coin and Stash
The Faction Game
Advancement
The Characters
Characters
Character creation
Character playbook
The Crew
Crew creation
Crew playbook
The Score
The Score
Planning & engagement
Teamwork
Downtime
Downtime
Payoff
Heat
Entanglements
Downtime activities
Magnitude
Rituals
Crafting
The Core System
Blades in the Dark
Judgment calls
When you play, you'll make several key judgment calls. Everyone contributes, but either the players or the GM gets final say for each:- Which actions are reasonable as a solution to a problem? Can this person be swayed? Must we get out the tools and tinker with this old rusty lock, or could it also be quietly finessed? The players have final say.
- How dangerous and how effective is a given action in this circumstance? How risky is this? Can this person be swayed very little or a whole lot? The GM has final say.
- Which consequences are inflicted to manifest the dangers in a given circumstance? Does this fall from the roof break your leg? Do the constables merely become suspicious or do they already have you trapped? The GM has final say.
- Does this situation call for a dice roll, and which one? Is your character in position to make an action roll or must they first make a resistance roll to gain initiative? The GM has final say.
- Which events in the story match the experience triggers for character and crew advancement? Did you express your character's beliefs, drives, heritage, or background? You tell us. The players have final say.
Rolling the Dice
Blades in the Dark uses six-sided dice. You roll several at once and read the single highest result.- If the highest die is a 6, it's a full success—things go well. If you roll more than one 6, it's a critical success—you gain some additional advantage.
- If the highest die is a 4 or 5, that's a partial success—you do what you were trying to do, but there are consequences: trouble, harm, reduced effect, etc.
- If the highest die is 1-3, it's a bad outcome. Things go poorly. You probably don't achieve your goal and you suffer complications, too.
- Action roll. When a PC attempts an action that's dangerous or troublesome, you make an action roll to find out how it goes. Action rolls and their effects and consequences drive most of the game.
- Downtime roll. When the PCs are at their leisure after a job, they can perform downtime activities in relative safety. You make downtime rolls to see how much they get done.
- Fortune roll. The GM can make a fortune roll to disclaim decision making and leave something up to chance. How loyal is an NPC? How much does the plague spread? How much evidence is burned before the constables kick in the door?
- Resistance roll. A player can make a resistance roll when their character suffers a consequence they don't like. The roll tells us how much stress their character suffers to reduce the severity of a consequence. When you resist that "Broken Leg" harm, you take some stress and now it's only a "Sprained Ankle" instead.