Resolving Actions

Ethnis Lite, no matter the setting, is destined to have challenges and trials to overcome. The primary way that these challenges are dealt with is through fudge dice checks. Ethnis Lite has a unique Checks and Conflicts system that allows for narrative freedom and for player vs. player combat.

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E.Lite RPG
Generic article | Oct 29, 2020

The Steps

Checks can be broken down into five steps, from declaration to finalizing the results.

Step 1 - Declare

The first step to any check is to declare it. This can be done via a Player requesting to make a check, or a Narrator requesting a Player to make a check. At this point, the Player and Narrator discuss the check, which skill it may use, and what the desired outcome will be.   Based on the information gathered from the conversation, the Narrator will lay down four dice. These four dice represent the difficulty of the check. The more negatives on the board, the harder the check is.   As a Player, it is important to discuss and understand the check you are about to make. Look at your skills, abilities, and gear. Try to find ways to utilize them. Talk with the Narrator about the difficulty of the check. They are only obligated to tell you what you notice, so investigate thoroughly!   Understand the factors the Narrator used so when it comes time to make the check you can utilize your build.

Step 2 - Roll

Now comes time for the dice to be thrown! Between 1 and 8 dice can be Anted and thrown. The dice are able to viewed by the entire party.

When declaring your dice count, think about how many dice you will need. Keep in mind that at the end of the turn, any dice unused is given to the Narrator.

Is the check simple or trivial to your character? Do you have skills that give you an automatic bonus? Do you expect no contest? All factors to consider.

Step 3 - Assign

With the dice on the table, and the initial check showing. Now comes the Assigning phase. Figuring out your results comes down to a few substeps.  

1 - Skills

The first stage is assigning your appropriate skills. Each skill point can be used to up the value of one of the scenario dice.

2 - Gear

If you have any gear that add to these specific checks, add them in the same way as you add skills.

3 - Dice

Now you assign dice from your pool.
Fudge Minus
dice will bring a Narrator dice down by one, and
Fudge Plus
dice will bring a Narrator dice up by one.   You can assign multiple dice to a single Narrator Dice slot, for example you can turn a negative to a positive using two rolled
Fudge Plus
dice. Or you can just assign one
Fudge Plus
to a Negative Narrator dice to make a
Fudge Blank

For Players

This is the big stage for the player and you have many things to consider while assigning. While assigning your + dice will improve your results, any unused - will affect you and your team later down the line.   Is your check really important? Then maybe leaving the - is worth it. If it is trivial or you are overkilling the check, then maybe using those - and saving the + will provide a big benefit to the team.

Assigning FAQ

  • Skill Usage
    Skills can be used only used once per check. If a contest brings a new check back to you, your skills can be reused.
  • Gear Usage
    Gear can be used only once per check. If a contest brings a new check back to you, your gear can be reused. If your gear costs something to use, then reusing will share the same cost.

Step 4 - Contest

Once the assignment of the dice is done, the final check is sent to the Narrator. At this point if the check is against a player or an NPC, contest can happen.   Contest is in essence a new check to the receiving party. They will receive the inverse of the final results of the assigning phase as their Narrator Dice.  
An Example of Inversion
If a player makes a check to swing at someone, and ends with a
Fudge Plus
Fudge Plus
Fudge Plus
Fudge Minus
, then the contesting player will have the result inversed for their own check, in this case a
Fudge Minus
Fudge Minus
Fudge Minus
Fudge Plus
  With a difficulty set, the contesting party can now go through their own assigning phase. The final result will be sent back to the original player, where they have the option to contest the new result. They can then contest with any remaining dice they have. This can go back and forth as many times as the parties want as long as their dice allow it.

Step 5 - Finalize

The final step falls upon the Narrator. With the contests done and the final check on the table, the Narrator now has to explain the outcome. Keep the results table in mind, and talk with the players on what will happen. Keep in mind that the final check always resolves from the starting parties point of view.  


  • Multiple Actions in a Round
    Some complex actions may require multiple checks in a single round. For example, charming someone into thinking a shot you just took was an accident. Two actions are made, a charm check and a shooting check. Both these actions will use the same dice pool given during the roll. Dice can't be reused so be careful!

For Narrators

Designing a Check

As a Narrator, you have to establish the difficulty of check. Think of the situation the player has entered, and what could affect their ability to pull off the action. Is the floor slippery? Do they have the high ground? Does the player have an injury? Discuss with the player why bonuses or maluses are in play, and what skills or abilities they can use. They should know all of this before rolling. Examples of Factors
Fudge Minus

Environmental Malus: The ground is soft and marshy, adding -- to any Actions which require movement.

For Narrators

As a Narrator, you can be as helpful or nonchalant about players assigning their dice as you want. Allow and encourage your players to discuss their dice assignment.

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Cover image: Hologram Wheel by Ademal


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