Table of Contents
GM Guide
ODDS RPG is designed for fast rulings and meaningful consequences.
Only call for a roll when:
- The outcome is uncertain
- Failure has consequences
- The situation will change
If nothing meaningful changes, do not roll.
Make decisions confidently and keep play moving.
Setting Target Numbers
Use this table as your baseline:
Easy β 8 Standard β 12 Challenging β 15 Hard β 18 Extreme β 22
If unsure, default to 12.
Adjust TN by Β±2 when:
- Time pressure exists
- Environment is unfavorable
- Tools or preparation are exceptional
- Positioning provides advantage
Avoid stacking more than Β±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:
- Ask players for intent first.
- Then resolve the roll.
- Keep turns under 30 seconds when possible.
Avoid measuring exact distances. Use abstract range bands.
If combat stalls:
- Add environmental pressure
- Introduce reinforcements
- Escalate stakes
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:
- Add reinforcements
- Increase aggression
- Introduce environmental hazards
If combat is too hard:
- Enemies retreat or shift tactics
- Provide escape routes
- Change enemy objectives
Never trap players in unavoidable defeat without narrative purpose.
Using Complications (Natural 1)
A Complication should:
- Escalate tension
- Introduce a new problem
- Change the situation
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:
- Increase risk
- Add time pressure
- Consume resources
- Reveal a new obstacle
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 (3β10). 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 2β3 sessions
Major Milestone:
End of significant story arc
Advancement options include:
- Skill increase
- Attribute increase
- Talent
- Wealth adjustment
- Narrative Asset
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 12β16 Health
Elite:
+7 attack 20+ Health 1β2 abilities
Boss:
+9 attack 30+ Health 2β3 abilities
Refine using: enemy_builder
Keep NPCs simple. Only build what matters.
Session Structure (Fast Template)
Act 1 β Hook
Present problem or opportunity.
Act 2 β Escalation
Complication or opposition appears.
Act 3 β 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
