Sunday, March 1, 2026

Resolution Systems

I've been thinking a lot recently about resolution systems. How can we make a system that is:

  • Fast to resolve
  • Consistent across different types of roll/areas of play
  • Nuanced in the outcomes it can produce
  • Feels good to players

I've been struggling with this a bit in my own game, Shadowbreaker, and recently went through several different resolution methods (more on that below) faster than I was able to really playtest them, to the point where it kinda just feels like I'm spinning my wheels. I decided that I'm not letting myself tinker any more until I have a chance to test out the most recent version sufficiently.

In the meantime, I've been thinking a lot about the core system of Blades in the Dark - I remember about 5 years ago, it was a common sentiment online that a lot of folks wanted the narrative of BitD but the Tactics of game like D&D. There have been many attempts at finding ways to replicate the virtues of BitD with other resolution systems, but now I'm wondering if I can't go the opposite way.

What would it look like to create a tactical combat system in a Forged in the Dark game?

Shadowbreaker Updates

I was using a resolution system more or less consistent with most tactical RPGs. Roll 1d20, add an Attribute and possibly some other modifiers, and compare it to a DC. Borrowing from PF2 and DC20, however, I added on degrees of success, where the higher you roll the greater your impact! This felt great in many ways, but also meant that there were a LOT of steps in the core resolution process:

Roll 1d20 → or 2d20 with ADV/DisADV → add an Attribute → add Edges/Banes → compare to a DCcalculate degree of success (how many 5s above/below is it).

Granted, there won't always be additional modifiers, but it still felt in play like there were slightly too many steps. So, I trimmed it down slightly, pulling from games like Mythic Bastionland and replacing Attribute Modifiers with TNs (e.g. 10+ instead of +2). This way, there's no DC, you always know what you need to roll. Originally, I tried replacing Edges and Banes with Trespasser's Sparks and Shadows (which tbf were pretty similar to what I was doing, just more tightly codified). This simplified the resolution system tremendously:

Roll 1d20 → or more with ADV/DisADV → compare to your TNcalculate degree of success (how many 5s above/below is it).

Because ADV is such a big modifier, I made the base TNs somewhat high (closer to OSR math than more trad math), which... turns out does not pair well with a game that wants combat, and therefore expects you to roll more than an OSR game does. It's not just about avoiding consequences. To split the difference, I lowered TNs and brought back Edges/Banes. I even wrote the +/- 5 Thresholds on the character sheet, making the resolution system as follows:

Roll 1d20 → or more with ADV/DisADV → possible add Edges/Banes (+/- 2 or 4) → see which result band your total falls in (your TN is in the middle, with +/- 5 on the sides).

I am reasonably happy with this - the more I think about it, the more I don't think I need DCs to adjust difficulty, as Mythic Bastionland suggests I can just include guidance on altering the results to fit the fiction instead. And it removes several of the math steps! Not as many as the previous version, but my partner practically berated me that adding 2 is actually pretty easy? Especially if you're only adding one number (Edges/Banes). I was definitely spiraling a bit.

TBD on whether this is final, or whether I'll do something more like Draw Steel where there's always some result in combat, or whether I'll make even more drastic changes! But happy with where it's at for now.

Tactics in the Dark

Blades in the Dark treats combat like it treats everything else, and that works quite well for the game it is! But I can certainly imagine other games that focus more on combat and/or heroism that would want a more tactical system on top. Here's my first attempt at creating something like that!

Action Economy: You have an Action and a Maneuver every turn. TBD on whether turns are the OSR Side-Based Intiative or Draw Steel's Zipper Initiative, but probably the latter. Yes, that means the baddies are rolling too!

Health and Damage: Improvised/ineffective weapons deal 1 DMG. Deadly weapons deal 2 DMG. This is based on context/fiction - a dagger is deadly when quietly slitting a sentires throat, a sword is deadly on an open battlefield. NPC Health is represented by Clocks (sometimes just 1-2 Clocks for mooks). PCs have set Health, probably 5 but idk. Or maybe we'll bring Injuries in, tbd.

Complications: Common options are -D for you, +D for a foe, or taking 1 damage. On a 1-3, you fail and a Complication occurs. On a 4-5, you get to choose to either succeed with a consequence or only achieve a partial success. 6 is a success.

Actions: 

  • Strike: 1-3 Take 1 Dmg. 4-5 choose ⚔-1 OR ⚔ but take 1 Dmg. 6 ⚔. Crit ⚔+1. (⚔ = Weapon Damage)
  • Disrupt: Try to end the fight without directly attacking. Based on the fiction! Create a clock!
  • Second Maneuver: Take another Maneuver. It can be the same or different.
  • Ability: Most combat abilities will be Actions.
Maneuvers: 

  • Move: Move Near*, or Close* if sneaking/avoiding hazards.
  • Seize the Advantage! Come up with a way to turn the odds in your favor! 1-3 consequence 4-5 +D to next Check 6 swap fictional advantage (usually +D for you -D for them until reversed). Repeating the same tactic will usually take -D as enemies get wise to your tricks!
  • Aid: Grant an ally +D on a Check of your choice that they make on their next turn. No roll required! 
  • Grab: Immobilize them. 1-3 You’re Off-Guard (+D for foes to target you physically). 4-5 They can’t Move until they Escape, and either you’re both Off-Guard or neither of you are. 6 Just they are Off-Guard.
  • Shove: Push or Pull a target. 1-3 You are Shoved instead OR exposed to the Hazard. 4-5 Push them Close*. If you push them into Hazards, you are also affected. 6 Push them Near* OR Close* into Hazards.

*Close is nearby, within the same Combat Zone.  You can usually Strike anyone in Close, but moving Close lets you reposition, take cover, etc. Near is twice as far, and lets you change Zones. Far is 2 Zones.

I'm pretty happy with this overall! Needs playtesting, but every result has something interesting happen, success is fairly likely (usually a 4-5, which means interesting choices) which will feel good to players, and I think it's fairly straightforward/easy to keep in your head.


That's all for now - probably more random design musing soon! 

No comments:

Post a Comment

Resolution Systems

I've been thinking a lot recently about resolution systems. How can we make a system that is: Fast  to resolve Consistent across differe...