After the IronMonger Extra, and thanks to the comunitiy's feedbacks (thank you dear people on the discord), I rethink my extra.
And now, for your sparkling eyes, here it is! The Goals Extra!
Update (2021-12-16): with the help of LynnJones and RP, here a better version of Goals Extra
Update (2021-12-19): added a note on when to progress, thanks to the feedback of therabidbanana
# Goals Extra | Extras
**An alternate way to think about progression in Charge**
\- By othelarian
---
It's sometimes easier to grasp how a character progresses by declaring goals and see if they manage to reach them. Here you, dear reader, will find a way to simulate this.
## My words, my goals
### What is a goal?
A `goal` is something a character wants to accomplish, like a mission or a quest. It's also a way to define what the character has to do, what they up for.
A character can have a single important `goal`, or multiple small ones. These can be set at creation or emerge during play.
When defining a `goal` for their character, a player has to think about two things:
- The `goal`'s name
- The `goal`'s difficulty
The name must be detailed enough for everyone, leaving little room about if the `goal` is progressing or not.
The difficulty can be **easy**, **medium** or **hard**.
### Advancing a goal
A `goal` has an associated clock with 8 segments (see options later for more ideas on this point). When a character makes progress towards one of their `goals` it's time to tick segments, depending on the `goal`'s difficulty:
| Difficulty | Number of segments ticked |
| ---------- | ------------------------- |
| Easy | 3 |
| Medium | 2 |
| Hard | 1 |
Note: to follow the chassic Charge progression, a good guideline is to ask for the progression at the end of a session.
### Finishing a goal
When a `goal`'s clock is full, the `goal` is complete, and the character receives a number of `talent dots` based on the difficulty.
| Difficulty | Number of talent dots gained |
| ---------- | ---------------------------- |
| Easy | 1 |
| Medium | 2 |
| Hard | 3 |
The character can apply their freshly acquired `talent dots` immediatly, but must keep it thematic to the `goal`. For example, it may not be a good choice to put a dot into Muscle if the `goal` is "writing a delicate recipe with flowers as main ingredient".
## Dial: rolling to advance
Instead of automatically ticking a number of segments when a `goal` progresses, it's possible to roll to see if it advances even partially, or not.
As Charge is a narrative game at its heart, to determine the dice pool follow this guideline:
* Did the character take a risk just to advance their `goal`?
* Did working on the `goal` impact the character (condition related, etc)?
If it's complicated, here a fast and simple rule: *use 2 dice*.
The number of segments ticked depends on the result and the difficulty.
| Result | Name | What it means |
| ------ | ---------------- | -------------------------------------------------- |
| 1-3 | Bad Outcome | No segments ticked |
| 4-5 | Partial Success | -1 segment ticked (so no tick at all for **easy**) |
| 6 | Full Success | Tick segments normally |
| 66 | Critical Success | +1 segment ticked (so 4 segments for **easy**) |
## Dial: rolling to resolve
Another option is to roll to resolve the `goal`. The 2 ideas behind rolling to resolve are:
* Add a way to create more narrative around the `goal`'s resolution
* Authorize a player to test their luck and try to finish a `goal` earlier
The roll is similar to an Action Roll, with the number of dice rolled related to the `goal` clock's status:
| Clock's status | Number of segments ticked | equivalent in action dot |
| -------------------------- | ------------------------- | ------------------------ |
| Less than 1/4 of the clock | 0-2 | No roll, it's too soon |
| Beteween 1/4 and 1/2 | 3-4 | Like having **0** dot |
| Between 1/2 and 3/4 | 5-6 | 1 dot |
| More than 3/4 | 7 | 2 dot |
| Full clock | 8 | 3 dot |
Note: "number of segments ticked" is for a 8 segment clock.
Time to discover how to read the result:
| Result | What happens |
| ------ | ------------------------------------------------------------ |
| 1-3 | The `goal` is lost, it's a failure |
| 4-5 | Partial success, one less talent dot or suffer a consequence |
| 6 | Success! Get your talent dots! |
| 66 | Critical Success! Get one more talent dots than expected! |
## Dial: changing the clock
It's totally possible to change the default clock, to accelarate how often players obtain milestones. A good idea before doing so is to reread the [clock chapter](https://fari.games/en/srds/fari-games/charge-rpg/clocks).
Also, if you want to character progression harder, try a new clock: **the 12 segment clock**!
## Credits
The original idea comes from [Ironsworn](https://ironswornrpg.com)'s vows. `Goals` are a humble adaptation of them for Charge.
Special thanks to LynnJones who enhance the readibility, and RP for the useful feedback to make it more Charge.