Dice Whims

A Tabletop Roleplaying Game System

Game Overview

The Dice Whims system is a tabletop roleplaying game built on collaboration, improvisation, and accessibility. Players shape the story together through engaging mechanics, embracing the unpredictable nature of the fantasy world. Designed for both newcomers and veterans.

The system is in early playtesting and will go through periodic updates based on feedback and testing, expecially numbers tuning.

⚠ Disclaimer ⚠

Dice Whims explores intense emotions, trauma, and psychological stress as part of its mechanics and storytelling. Some content may be triggering. Players are encouraged to use safety tools for a comfortable experience. This game is intended for mature audiences and may not be suitable for everyone.

Game Master Tools

Fate Difficulty System

The Fate System establishes action and encounter difficulty through set thresholds. The GM selects a difficulty level - Easy, Medium, Hard, or Legendary - each with a predefined success range. Before players roll, the GM must declare the Difficulty Number, a specific value within that range.

Players roll 1d10 + Magic Bonus (1-10) + Mastery Bonus (1-10) + Bonuses (of their choice) to determine their result. If the roll meets the difficulty threshold, they succeed. Rolls below the threshold result in failure. Rolls exceeding the threshold, result in a Critical Success. Legendary tasks have the narrowest success window, making them the most challenging.

Difficulties

DifficultySuccess RangeMin RollAverage RollMax Roll
Easy11-253 (Below)28.5 (Above)70 (Above)
Medium26-403 (Below)28.5 (Within)70 (Above)
Hard41-553 (Below)28.5 (Below)70 (Above)
Legendary56-653 (Below)28.5 (Below)70 (Within)

Rewards

Reward players often and well. Whether through looting enemies or discovering hidden treasure. Rewards can include items, spells, and, of course, currency. When players reach their maximum allowed equipment or spells and acquire a new asset, they must discard the excess (selling, throwing away, passing to another player).

Shop

When players want to change or buy a new spell, weapon or item in their arsenal they need to visit a shop. Shops are found all over the place but its up to the GM to add them to a location that fits. The GM determines the exact price of each item, using the ranges provided below as reference.

Challenges

Challenges are narrative-driven, GM-initiated events designed to test the players in various ways. These scenarios are quick to resolve and focus on creating engaging moments during the story.

For each challenge, the GM sets the difficulty (Easy, Medium, Hard, Legendary) and describes the scenario. Each player then rolls once, with their result determining success, failure, or critical success depending on the difficulty thresholds. Here are a few example challenges:

Other Resources