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 circumstancetarget_number: Typically 8 for an average task (6 = easy, 10 = difficult, 12 = very difficult, 14 = formidable)
Interpreting Results
The tool returns:
dice: Individual die resultstotal: Sum of dice + modifiereffect: 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 bonustarget: Armor Class or Difficulty Class (optional — omitting returns a raw roll)advantage: Iftrue, roll 2d20, use the higher resultdisadvantage: Iftrue, 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/disadvantagetotal: Effective die result + modifierhit:trueif total ≥ target (or natural 20),nullif no target givencritical:trueif natural 20 (CRITICAL HIT — auto-hit + double damage dice)fumble:trueif 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
targetreturns 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:trueif total ≤ target,nullif no targetcritical:trueif total ≤ 5% of target (exceptional success)fumble:trueif 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 |