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Othy

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A member registered Apr 23, 2021 · View creator page →

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Glad to see you like it! Thank you for your comment.

You're right about the lack of details about how to define a turn's end, I think I had it pictured in my mind but failed to completely right it down. You guessed right though, it's just one opposition roll.

I never thought about combos, but now I can see how I can extend this part to add more flavour, it's a neat idea, be sure I'll try to make it to a v2.

I should write an AP using this system, I know at least one person uses it and loves it, but I only tested on small oneshots myself. Maybe it's time for a new round.

(3 edits)

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.

(1 edit)

When RP asked for alternative way of progression, I already had in mind an adaptation of Ironsworn's vows and assets. Talking about my idea help me ut it on paper.

Feel free to send me your feedback!



# IronMonger Extra | Extras

**IronMonger Extra is an attempt to bring some interesting ideas to switch from Chargee's talents and progression to [Ironsworn](https://ironswornrpg.com)'s assets and vows | by othelarian**

## My words, my Goals

TODO : what is a goal?

TODO : how to use it?

A `goal` is a something a character want to accomplish, like a mission or a quest. When defining a `goal` a player has to think about two things:

- A `goal`'s name

- a `goal`'s difficulty

The name must be self explaining enough for everyone.

The difficulty can be **easy**, **medium** or **hard**.

A `goal` has an associated clock with 8 segments (see option for more ideas on that point).  When a character makes some progress toward one of its `goal` it's time to tick segments, depending on the `goal`'s difficulty:

| Difficulty | Number of segment ticked |

| ---------- | ------------------------ |

| Easy       | 3                        |

| Medium     | 2                        |

| Hard       | 1                        |

When the `goal`'s clock is full, the character reached it and gain the corresponding amount of XP.

| Difficulty | Number of XP gained |

| ---------- | ------------------- |

| Easy       | 1                   |

| Medium     | 2                   |

| Hard       | 3                   |

Now it's time to buy some assets.

## for a couple of assets

`Assets` in Ironsworn are like a card with 3 entries. To make this fits into Charge, let define `asset`'s core elements:

- A **theme**, like an armor, a weapon, a strange skill, or a pet

- **3 associated talents**

The `asset`'s talents must be linked to the **theme**.

A character can acquire an `asset` by spending 5 XP. This first purchase come with only **one** of the 3 **talents** available. The two other **talents** must be bought by spending 3 more XP each. 

## More options for the extra

### It can be a long way...

Sometimes the players want to gained XP, and sometimes the pace is slower. It's possible to dial `goal`'s clock up or down to achieve this. It can also represent a way to fix long term `goals` or immediate reward.

| Pace    | Number of segments |

| ------- | ------------------ |

| Fastest | 4                  |

| Faster  | 6                  |

| Slower  | 10                 |

| Slowest | 12                 |

### It's never enough!

Like in Ironsworn, why don't roll to see if the `goal` is a success, or not?

To do that, consider rolling an Action Roll using the `goal`'s clock to determine how many dice to roll.

| Clock's status             | What to roll           |

| -------------------------- | ---------------------- |

| Less than 1/4 of the clock | No roll, it's too soon |

| Between 1/4 and 1/2        | Like having **0** dot  |

| Between 1/2 and 3/4        | 1 dot                  |

| More than 3/4              | 2 dot                  |

| Full clock                 | 3 dot                  |

Rolling for the `goal` also means it's possible to have a partial success. If that's the case, then reduce the XP gained by one (yes, it means **easy** can result to 0 XP).

Note: it's better to change the number of segment to "slowest", to avoid one-action goal.

You're welcome.