[RPG] How many dice does the GM roll when challenging the players

difficultygm-techniquesroll-for-shoes

I'd like to run a game of Roll for Shoes, but I'm not sure how many dice I roll when the characters face various challenges.

I'm under the impression that it's supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform.

Is there a general rule saying how many dice the GM rolls against a character's attempt at a given task? Should the GM's dice equal the character's dice, or should the GM's dice vary depending on the task's difficulty?

Best Answer

As many as you think is reasonable.

The rules for Roll for Shoes don't specify how many dice the GM should roll, so it's left up to their discretion. Obviously, you can come up with any kind of more or less elaborate schemes for determining an appropriate number, but at least in the games I've run, the following simple scheme has worked quite well:

  • For ordinary tasks, roll one die. Everybody in RfS has the skill "Do anything (1)". This means that a one-die challenge is something anybody should have at least a 50% chance of succeeding in (but also something that most people should have a reasonable chance of failing; see below).

  • For challenging tasks, roll two dice. Anybody can still beat a two-die challenge, but the odds are against them. Even skilled characters have a fair chance of failing. Success is always awesome.

  • For heroic tasks, roll three dice. A random person will be almost sure to fail a three-die challenge, and it's risky for pretty much anybody. At least in my short games, level 4 skills are fairly rare (and pretty narrow in scope), so nobody really finds three-die challenges easy.

  • For nearly impossible tasks, roll four (or more) dice. IME, these kinds of challenges tend to happen only when players randomly attempt something they really should not be able to do, like jumping over buildings in a non-superhero game. You may sometimes want to just outright refuse such attempts, especially if someone tries to use them for XP farming. (I've never had that happen, but in principle, a sufficiently munchkinly player could try it.) Use your judgment, and see last paragraph below.

And finally:

  • For trivial tasks, don't roll. If a player wants to, say, open an ordinary unlocked door, that doesn't call for a roll. They just do it.

    ...that is, unless they really want to roll for it. A key feature of Roll for Shoes is that players can roll for anything — like, say, seeing whether they have shoes on.

    Such situations are usually best treated as the player attempting to overdo the action, hoping for some impressive extra result, while also taking the risk of comically failing a task that should be trivial. So think of something awesome that should happen if the player succeeds really well ("You slam the door open, and knock over a goblin lurking just behind it, who hits another goblin behind him and knocks him over, too."), and something ridiculous that should happen if they fail ("The door comes off the hinges and hits you on the head."), and then roll one die.

Also, don't be afraid to improvise new mechanics if you think the situation calls for them. For example, for the final challenge in my last game, which involved competition between teams, I had the players describe how they would contribute to the team effort (and how they built on each other's contributions) using their specific skills, and then had them roll one die per player, plus one for each skill they managed to apply to the task; those dice were then pooled and compared to an arbitrary dice pool I rolled as the GM to represent the competing teams. It was completely ad hoc, but also a really awesome ending to the game.

Of course, these are all just my personal guidelines, suited for the way I run the game; one of the nice things about microsystems like RFS is that they're more of a starting point than a complete ruleset, so every GM and every group can develop their own way of doing things. Also, even for me, this is the first time I've even tried to describe the ad hoc way I choose challenge difficulties in any kind of systematic way; the real method I use is pretty much summarized in the headline at the top of this answer.

Also, I suspect a lot of this depends on the type of games you run, as well as on your players. I typically run short games that rarely end up involving combat or recurring enemies, so I've never felt a need to explicitly stat up (i.e. select skills for) NPCs. I've also noticed that my players frequently forget to mark or use XP, even if I remind them about it, which probably slows down skill gain somewhat. I'm also fairly strict about the rule that new skills must be narrower in scope than the one that was used to gain them, so even if players do end up gaining high-level skills, they're not very often applicable (at least not without either clever planning by players or fancy footwork by the GM).

Finally, there's one major practical exception to the "players can roll for anything" rule: don't allow a roll if you can't deal with the consequences. Of course, the whole point of Roll for Shoes is that you should let the story unfold as it will, and accepting the consequences of even unlikely rolls is part of that. But sometimes you may end up in a situation where you genuinely realize that letting a player succeed (or fail) at something would put you in a situation where you see no way to continue the game, and it wouldn't be right to just end the game there and then, either. If that happens, you may want to just openly admit it, and ask the player to please try something else.