Challenges

 

Every action your character performs in Mythmaster can ultimately be resolved by rolling a Challenge. A Challenge is simply a roll of the dice that determines if a character succeeds or fails in their attempt to perform an action. There are two basic kinds of Challenges, called 21 Challenges and Versus Challenges.

The 21 Challenge (aka, 21C)

When a character attempts to perform a simple action where there is a chance they could succeed or fail, but nothing is directly opposing them, such as a creature or an enemy, they must roll a 21 Challenge to determine if they succeed. To roll a 21C, simply roll two 10-sided dice and sum them (generating a value between 2 and 20), then add a defined Stat, Attribute or Skill to your roll. If the result is 21 or higher, you succeed, if it is less than 21, you fail.

In a 21 Challenge, if you have the skill in question a natural roll of 20 always succeeds and is considered a critical, however if you are making an untrained attempt or similar, then a natural 20 does not guarantee success and is not a critical. A natural roll of 2 always fails, and is always considered a catastrophe.

The Versus Challenge (aka, vsC)

When two or more characters are in competition, they must roll a Versus Challenge against each other. In a vsC, both characters roll a two 10-sided dice and add the result to the their relevant Stat, Attribute or Skill. Whoever has the higher result wins the Versus Challenge (ties generally go to the player).

In a Versus Challenge, natural rolls of 20 or 2 from either side will result in criticals or catastrophes.

Ties in Versus Challenges

It is possible in a Versus Challenge that after each side rolls their dice and the result is determined that the outcome is a tie.

    The rules for tie-breaking are:
  • Ties go to the player.
  • In a vsC between players, ties go to the defender, or to the party that did not initiate the Challenge.
  • If the attacker or initiator of the Challenge cannot be determined, the result is an impasse, deadlock or stand-off; the challengers should roll again next turn.