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Clash System

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Tales of Adventure employs a new clash system. This system is designed to keep the players engaged and resembles real-life gambles—sometimes, they pay off, and sometimes, they go horribly wrong.

 

For example, the GM casts Fireball, but Hannah was prepared for this and uses her action to cast Cone of Cold to hopefully foil the Fireball.

 

The GM and Hannah both have three stunt points. Hannah decides to roll all three dice while the GM only rolls two.

 

The GM rolls his two dice and gets a 10.

 

Hanna looks a little nervous as she rolls her dice. The table cheers as she rolls a 12.

 

Hanna beat the GM’s roll. This means she casts Cone of Cold and foils the fireball. But watch out, Hanna’s teammate is in the area of effect.

 

If a player wants to try to stop or thwart the actions of a PC or NPC, they must declare it before they know the outcome of any rolls. Afterwards, they must choose the number of d6s they would like to use to challenge. The number of d6s are determined by the number of Storypoints available to the player.

 

In addition, there are several acts a player or NPC can do with Storypoints. Below is a list of options they have at their disposal.

 

How to Use the Clash System

 

               Each player and GM starts with 3 stunt points per session (Stunt Points cannot be banked for future game sessions). Players and the GM may win additional stunt points by rolling doubles on any roll. If all Stunt Points are used, they gain 1 Stunt Point and can increase the number of points by simply rolling doubles.

 

               If players want to challenge a roll such as above, they can declare a CLASH. Once this is done, the player(s) or GM only have one round to best each other. Choosing a number of dice from their Stunt Point pool (Mark this number from the Stunt Point total). They will then roll them to get the total to determine the winner. The winner can then perform the action they proposed.

©2025 Shadowgate Entertainment 

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