Bright‑Dark uses a simple 3d6 roll‑over system designed for clarity, fairness, and emotional pacing. This section explains how rolls work, how modifiers apply, when to roll, and why the system supports the tone of the game.
CORE MECHANICS
3D6 + MODIFIERS, ROLL OVER
Roll three six-sided dice, add one modifier from an attribute, and add one modifier from a talent (3d6 + attribute + talent). Meet or exceed a difficulty (described as a target number or TN). Most 3d6 rolls fall between 9-12, so small bonuses matter.
Combining Modifiers
Talents are separate from attributes. Some talents add a modifier to 3d6 rolls. A 3d6 roll can only benefit from one attribute and one talent at a time.
3d6 + attribute + talent bonus
Multiple talents never stack with the same roll. Use the attribute and talent that best fits the fiction.
DIFFICULTY SCALE
Difficulty of actions should feel intuitive and meets your expectation of a difficulty in a believable world. Refer to the scale below of Difficulty Target Numbers (or Difficulty TNs). If an action can reasonably succeed, no roll needed. Call for rolls when the outcome is uncertain and the consequences are dangerous or dramatically meaningful.
TN 6 Trivial (95% success)
TN 7 Trivial (91%)
TN 8 Very Easy (84%)
TN 9 Easy (74%)
TN 10 Standard (62%)
TN 11 Standard (50%)
TN 12 Hard (37%)
TN 13 Very Hard (26%)
TN 14 Heroic (16%)
TN 15 Very Heroic (9%)
TN 16 Legendary (5%)
SITUATIONAL MODIFIERS
In some games, players get bonuses or penalties by making changes to the situation such as using a proper tool or getting help from an ally. These bonuses or penalties are called situational modifiers. They can be complex. This is messy for Bright-Dark.
In Bright-Dark, the GM may adjust the Difficulty TN of a roll by no more than ±1 to reflect the situation. No stacking. This does not represent a change in objective difficulty; it is simply a way to keep the math simple and the fiction clear.
Examples: Half-cover, defending, dual-wielding, subduing attacks, long range, called shots, surrounded or flanking, Darkness, obscuring features, hidden opponents, being grappled or prone, stormy weather, treacherous ground, tight spaces, physical conditions such as exhaustion, injury, sickness, shaken, or poison, broken or bad equipment, magic conditions, curses, blessings.
CONDITIONS & STATUS EFFECTS
Most conditions familiar to Fantasy TTRPGs are mechanical. In Bright-Dark, the statuses exist in the fiction, not the rules. They are left undefined so that the GM may adjudicate them as situational modifiers (see above mechanic) or story developments. Not all poisons or venoms need to be the same. Some reduce current health, some temporarily reduce attributes (reference the Modifier Table in the Attributes section). Some might reduce your movement speed to slow.
BRIGHT-DARK FANTASY GENRE-SPECIFIC MECHANICS
A bright-dark fantasy world’s tone (not morality) can be reinforced by these mechanics: Light Bonus and Darkness Penalty. Use them sparingly, yet meaningfully. A good rule of thumb is never for routine actions and always for emotionally charged choices.
Light Bonus
When acting with hope, courage, or protecting others, roll 4d6, keep the highest three.
Examples: Believing in hope in a dim situation, acting with courage despite fear, showing kindness that costs something, shielding others from harm, and actions that reinforce hope.
Darkness Penalty
When acting in despair, corruption, or darkness, roll 4d6, keep the lowest three.
Examples: Despair when a character has given up, even temporarily, corruption when the character taps into a harmful force or gives into temptation, displays malice or cruelty, when fear overwhelms judgment, or moments that make things worse emotionally.
FRACTIONS
If any fractions occur, always round in the player's favor. No exceptions. This is fast, intuitive, and generous.
FAILING FORWARD AT A COST
Typically, success and failure is pass or fail; however, if a player's roll is within 1 of the TN, a GM can use their discretion to allow characters to fail forward at a cost. The cost should suit the fiction. Consider player input for this.
This rule is about pacing rather than releasing tension because it avoids the game from stalling due to bad rolls. Good pacing is good for tension.
REACTION ROLLS
Reaction rolls determine the starting attitude of newly met NPCs. The GM rolls 3d6 + the Emotion modifier of the lead or nearest PC. Use the result to establish the NPC’s initial disposition.
Reaction Table
3d6 + Emotion modifier of the lead or nearest PC. Use this table as a guide. When in doubt, feel the dice.
Below is a Reaction Roll table showing five degrees of results. The GM should interpret the meaning of the result within the fiction. For example, Worst Case does not mean the NPC is automatically violent, the reaction is the worst reaction for that situation.
- TN 8 or Less: Worst Case
- 9-11: Unfavorable
- 12: Neutral
- 13-14: Favorable
- 15+: Best Case
Reaction rolls set the initial tone, not the entire relationship. Treat the result as an emotional cue, not a script. NPCs can warm up or cool down based on the PCs’ behavior.
MORALE CHECKS
Thinking, feeling creatures have a sense of self-preservation. They don't just fight to the death unless the fiction demands it.
When opponents have been reduced to half their collective Health or half their number, the GM makes a Morale Check.
Roll 3d6 vs the creature's Morale TN.
- If the result meets or beats the Morale TN: They keep morale and continue to fight.
- If the roll is below the Morale TN: They lose morale and may flee, surrender, hide, or attempt to parley.
Creatures who are brave have lower Morale TNs. Creatures who are cowardly have higher Morale TNs. Average creatures have a Morale TN of 10 or 11. 8 is brave, 13 is cowardly. Mindless creatures do not make morale checks.
Morale checks reflect fear, instinct, exhaustion, and the emotional reality of combat.