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Table of Contents
GM Guide
ODDS RPG is built for fast rulings and clear stakes.
Only call for a roll when:
- Failure matters
- Success is uncertain
- The outcome changes the situation
If nothing meaningful changes, do not roll.
Setting Target Numbers Quickly
Use this table constantly:
Easy (routine under pressure) β 8 Standard (trained action) β 12 Challenging (difficult but possible) β 15 Hard (elite difficulty) β 18 Extreme (rare, heroic) β 22
When unsure:
Default to 12.
Increase TN by +2 if:
- Under time pressure
- Poor visibility
- Enemy advantage
- Unfavorable terrain
Reduce TN by -2 if:
- Strong preparation
- Excellent tools
- Clear advantage
Do not stack more than Β±4 without strong reason.
Running Combat Efficiently
Step 1: Roll Initiative (1d20 + Agility). Step 2: Act in order. Step 3: Keep turns under 30 seconds if possible.
Encourage players to:
- State intent first
- Then roll
Avoid over-measuring movement. Use abstract range bands from the Core rules.
If combat stalls:
Add movement pressure (fire, reinforcements, collapsing structure).
Encounter Balancing
Use this as your baseline:
Balanced:
1 Standard enemy per player
Hard:
2 Minions per player OR 1 Elite per 2 players
Boss Fight:
1 Boss per party Boss should have 2 phases
If unsure:
Err slightly low. You can escalate mid-fight.
If combat is too easy:
Add reinforcements. Increase enemy aggression. Introduce environmental hazard.
If combat is too hard:
Enemies retreat. Environment shifts. Enemy objective changes.
Never trap players in unwinnable combat without an escape path.
See: enemy_builder
Using Complications (Natural 1)
A complication should:
- Escalate the situation
- Introduce pressure
- Create new decisions
Examples:
Combat:
Weapon jams Ammo runs low Position exposed Reinforcements alerted
Social:
Insulted the wrong person Hidden observer overhears Information is incomplete
Exploration:
Noise draws attention Resource damaged Time lost
Complications move the story forward. They do not simply negate action.
Handling Failure
Failure should not end progress. Instead, failure should:
- Add time cost
- Add danger
- Reduce resources
- Reveal new obstacle
Avoid binary dead-ends.
If players must succeed to move forward:
Let them succeed but add a consequence.
Running Extended Tasks
For hacking, rituals, negotiations, repairs:
1. Set a Progress Goal (3β10 successes). 2. Define what happens if interrupted. 3. Increase tension each failure.
Example: Repair engine (Goal 5) Failure triggers:
- Alarm
- Time loss
- Structural damage
Keep extended tasks dynamic.
Awarding Advancement
Use Milestones, not XP math.
Minor milestone:
Every 2β3 sessions
Major milestone:
End of story arc
Reward:
- Skill increase
- Attribute increase
- Talent
- Wealth gain
- Asset
Tie advancement to story impact.
Quick NPC Creation
Need an NPC instantly?
Minor NPC:
+3 in specialty 8 Health
Standard Threat:
+5 attack 12β16 Health
Elite:
+7 attack 20+ Health 1 special ability
Boss:
+9 attack 30+ Health 2β3 abilities Armor 2+
See: enemy_builder
Session Structure (Fast Template)
Act 1 β Hook
Problem presented.
Act 2 β Escalation
Complication or opposition appears.
Act 3 β Confrontation
Major conflict or reveal.
Resolution
Consequences. Advancement. New hook seeded.
Keep momentum high. Cut slow scenes 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 after session if needed.
ODDS RPG GM Guide v1.0
