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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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