Table of Contents

GM Guide

ODDS RPG is designed for fast rulings and meaningful consequences.

Only call for a roll when:

If nothing meaningful changes, do not roll.

Make decisions confidently and keep play moving.


Setting Target Numbers

Use this table as your baseline:

Easy → 8 Standard → 12 Challenging → 15 Hard → 18 Extreme → 22

If unsure, default to 12.

Adjust TN by ±2 when:

Avoid stacking more than ±4 unless the situation is extreme.

Consistency matters more than precision.


Running Combat Efficiently

Combat should feel tense, not slow.

At the start of combat:

Roll Initiative (1d20 + Agility).

During combat:

Avoid measuring exact distances. Use abstract range bands.

If combat stalls:

Combat should evolve, not stagnate.


Encounter Balance

Use these as baseline assumptions:

Balanced Encounter:

1 Standard enemy per player

Hard Encounter:

2 Minions per player
OR 1 Elite per 2 players

Boss Encounter:

1 Boss for the group

Adjust using: enemy_builder

If uncertain, err slightly lower. You can always escalate mid-fight.

If combat is too easy:

If combat is too hard:

Never trap players in unavoidable defeat without narrative purpose.


Using Complications (Natural 1)

A Complication should:

Examples:

Combat:

Weapon jams
Position exposed
Reinforcements alerted

Social:

Insult given
Hidden observer overhears
Information incomplete

Exploration:

Noise draws attention
Resource damaged
Time lost

Complications move the story forward. They do not simply negate success.


Handling Failure

Failure should rarely halt progress completely.

Instead, failure should:

If success is required for the story to continue:

Allow success, but add a consequence.

Avoid dead ends.


Running Extended Tasks

For hacking, rituals, negotiations, or repairs:

1. Set a Progress Goal (3–10).
2. Define what happens on interruption.
3. Increase tension on failures.

Each roll should change the situation.

Do not allow Extended Tasks to feel repetitive.


Awarding Advancement

Use Milestones, not experience math.

Minor Milestone:

Every 2–3 sessions

Major Milestone:

End of significant story arc

Advancement options include:

Tie growth to story impact.


Quick NPC Creation

When you need an NPC immediately:

Minor NPC:

+3 in specialty
8 Health

Standard Threat:

+5 attack
12–16 Health

Elite:

+7 attack
20+ Health
1–2 abilities

Boss:

+9 attack
30+ Health
2–3 abilities

Refine using: enemy_builder

Keep NPCs simple. Only build what matters.


Session Structure (Fast Template)

Act 1 – Hook

Present problem or opportunity.

Act 2 – Escalation

Complication or opposition appears.

Act 3 – Confrontation

Major conflict or revelation.

Resolution

Consequences and advancement.
Seed future hooks.

Keep scenes purposeful. Cut slow moments quickly.


Table Rule Priority

When rules conflict:

1. Fiction first.
2. Clarity over precision.
3. Momentum over perfection.

If unsure:

Make a ruling.
Move forward.
Adjust between sessions if necessary.

Consistency builds trust.


ODDS RPG GM Guide v1.0 Playtest