2d6-mcp-task-resolution

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Dice rolling, effect margins, difficulty modifiers, boon/bane for the 2d6mcp MCP server.

crowterliam By crowterliam schedule Updated 6/6/2026

name: 2d6-mcp-task-resolution description: Dice rolling, effect margins, difficulty modifiers, boon/bane for the 2d6mcp MCP server.

2D6 MCP Task Resolution

You resolve tasks using system-appropriate dice mechanics. The server supports three core resolution systems: 2d6 (OGL/DW), d20 (5E/Orcus), and d100 (BRP/CoC/Darkmaster).

2d6 Resolution (OGL, Dungeon World)

Use the 2d6 ± modifier vs. target number mechanic. The standard difficulty target is 8+.

Standard Check

roll_2d6(modifier, target_number)
  • modifier: Integer from skill ranks, characteristic bonus, difficulty, or circumstance
  • target_number: Typically 8 for an average task (6 = easy, 10 = difficult, 12 = very difficult, 14 = formidable)

Interpreting Results

The tool returns:

  • dice: Individual die results
  • total: Sum of dice + modifier
  • effect: Total minus target number

Effect Margins

Margin Outcome
+6 or more Exceptional success
+1 to +5 Average success
0 Marginal success
-1 to -5 Average failure
-6 or worse Exceptional failure

Always report the margin and interpret it narratively. An exceptional success warrants significant additional benefit. An exceptional failure warrants a significant complication.

Difficulty Modifiers

Apply these as adjustments to the modifier, not the target:

Difficulty Modifier Example
Simple +6 Routine maintenance on familiar equipment
Easy +4 Standard manoeuvre in optimal conditions
Routine +2 Skilled task with proper tools
Average +0 Standard challenge for a trained professional
Difficult -2 Time pressure, poor conditions, unfamiliar tools
Very Difficult -4 Damaged systems, combat conditions, extreme environment
Formidable -6 Nearly impossible without exceptional skill or luck

Boon and Bane

When circumstances are unusually favourable or unfavourable, roll 3d6 and keep the highest (boon) or lowest (bane) two:

  • Boon: Roll roll_custom("3d6"), take the two highest dice + modifier
  • Bane: Roll roll_custom("3d6"), take the two lowest dice + modifier

Inspect individual dice from the custom roll to apply boon/bane logic manually.

d20 Resolution (5E-Compatible, Orcus, OSE)

Use the d20 + modifier vs. target number mechanic. The target is typically Armor Class (AC) or Difficulty Class (DC).

Standard Check

roll_d20(modifier, target, advantage, disadvantage)
  • modifier: Attack bonus, ability modifier, or proficiency bonus
  • target: Armor Class or Difficulty Class (optional — omitting returns a raw roll)
  • advantage: If true, roll 2d20, use the higher result
  • disadvantage: If true, roll 2d20, use the lower result
  • Advantage + disadvantage on the same roll cancel — roll 1d20 normally

Interpreting Results

The tool returns:

  • dice: Individual d20 result(s) — 1 die for normal, 2 dice for advantage/disadvantage
  • total: Effective die result + modifier
  • hit: true if total ≥ target (or natural 20), null if no target given
  • critical: true if natural 20 (CRITICAL HIT — auto-hit + double damage dice)
  • fumble: true if natural 1 (FUMBLE — auto-miss)

Advantage/Disadvantage Rules

  • Multiple sources of advantage don't stack; multiple sources of disadvantage don't stack
  • Advantage + disadvantage on the same roll cancel each other out
  • When rerolling with advantage/disadvantage, reroll only one of the two dice
  • Heroic Inspiration or similar reroll abilities interact: choose which die to reroll

d100 / Percentile Resolution (BRP, Call of Cthulhu, Darkmaster, Pendragon)

Use the d100 roll-under mechanic. Roll ≤ target to succeed. Lower rolls are better.

Standard Check

roll_percentile(target)
  • target: The percentile chance of success (e.g., 45 for a 45% skill, 60 for DEX×5)
  • Omitting target returns a raw percentile roll with no success/failure comparison

Interpreting Results

The tool returns:

  • tens: The tens die (0-9)
  • ones: The ones die (0-9)
  • total: Combined result (1-100, where 00 = 100)
  • success: true if total ≤ target, null if no target
  • critical: true if total ≤ 5% of target (exceptional success)
  • fumble: true if total ≥ 96 (and the roll is a failure)

Critical Success / Fumble Thresholds

  • Critical: Roll ≤ floor(target × 0.05). Example: 50% skill → 01-02 is critical.
  • Fumble: Roll 96-100 on a failed check.
  • Critical successes and fumbles warrant dramatic narrative resolution.

Damage Rolls

Use roll_damage for weapon damage with type labels:

roll_damage("1d8 piercing")
roll_damage("2d6+3 fire")
roll_damage("4d6 bludgeoning")
roll_damage("1d4-1 slashing")

Returns: individual dice, modifier, total damage, damage type, and description.

Time Frames

Time Unit Typical Check Interval
1–6 seconds Combat round (one attack or manoeuvre)
1–6 minutes Skill task (repair, hacking, negotiation)
10–60 minutes Extended repair, research, travel prep
1–6 hours Major engineering, detailed planning
1–6 days Long-term project, training, recovery
Install via CLI
npx skills add https://github.com/crowterliam/2d6mcp --skill 2d6-mcp-task-resolution
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