The 2400 series of games are all based on a simple paradigm: roll only to avoid risk. You succeed at what you attempt, if it is possible, unless suffering the risk would prevent the desired outcome.LEGENDS SAY when the Otherworld threatened
the Firmament, THE LORD DEUS bade us take up
steel and spell, defend the weak, and prove even
the lowliest knave could someday be a Legend.
You roll 1 die to avoid risk. By default d6, but often d8 or larger depending on whether your character's skillset is invoked. Sometimes d4 if your character is hindered by injury or circumstance. Allies can help by sharing the risk and rolling an appropriate die. The GM will guide you as to what's at risk from your intended action, and what dice to roll.
Rolling 1-2 is a DISASTER: It may prevent you succeeding, and you'll suffer all the risk.
Rolling 3-4 is a SETBACK: You may succeed only partly, or entirely with some of the risk.
5+ is SUCCESS, risk-free.
FREE COPIES OF THE GAME ARE AVAILABLE.
You're a group of competent heroes, would-be legends. You're in the Grey Meadows, en route to the Valley of Shields where you are to scatter the ashes of a fallen prince across the muddy fields of battle. You may be gifted with Strength or Reason or Speed or Presence.
You're looking at a wyvern that is spiraling lower toward you from the cloudless sky. Lightning arcs between its talons. The waist-high grey marsh grass and ankle-deep water give nowhere to hide.
What do you do?