Soul Mental Health Campaign Test 1

For this version of the game, I had to rework how non-combat encounter rolls work. Originally, if you failed a roll, that was it, but since I am not going to be present to GM that, I need a mechanic to determine what happens if you don’t succeed.

I decided that when you roll vs the difficulty of an encounter, If you fail by greater than 50 under the required value, this constitutes a critical failure. If you succeed by greater than 50, this constitutes a critical success. This, for our purposes, affects fatigue, which is how tired your character is of trying the thing they’re doing, and it will penalize the stat you’re trying to use until that hits 0.

When you fail, you get 1 fatigue, and -1. When you crit fail, you get 3 fatigue, and -3.

Success means you get to continue. critical success probably won’t have an effect here.

Results:

This system works well in a structured, GM present game. That said, I’ll be interested to try it with my setting in mind and with me absent.