Part II - Rebuilding the Zelda one-shot from Critical Role: Core Mechanic & Abilities
Now that the design pillars and goals are set, it's time to walk through the core mechanic and stat system that everything else builds from. This will be long, so take your time.
You can read part 1 here.
Core Resolution
The system runs on a 2d6 roll + stat modifier:
- 10+: Full success
- 7-9: Mixed success (comes with a cost, drawback, or complication)
- 6 or less: Failure or GM move
This structure is directly inspired by PbtA systems like Dungeon World, though the one-shot is not strictly a PbtA game.
Pros
- Predictable curve: Most rolls fall between 6–9, which makes outcomes more consistent and easier to plan around. Things mostly work, but with complications. Great for pacing.
- Modifiers matter: A +1 or +2 makes a real difference, unlike in d20 systems where small bonuses often feel meaningless.
Cons
- Limited range: Only 11 possible results, which can feel predictable over time.
- Harder to scale bonuses: If modifiers get too high (like +4 or more), success becomes almost automatic and breaks the curve. Notice how in the one-shot, everyone's max stat is +2.
- Can cause math fatigue if overused: Even simple rolls become tiring when they're happening constantly. Adding numbers from three different sources might cause that.
- Less familiar to new players: Especially if they're coming from D&D or other d20-based systems.
- No critical hits:
