Today’s Mechanic Monday is about Conflict Chips! I’ve always made fun of opposed rolls in RPGs, specifically d20’s and the natural 20 auto-succeed. Like I always picture someone standing in front of a skyscraper and going, “I want to jump over this thing, and there’s a 5% chance I will.” It’s a bonkers implication, and also, 20 sides is just SO MUCH variance, especially when 90% of that variance could mean the difference between meeting or falling short of a static target, and 10% of it represents a complete departure from how the other results compare to the target. It’s also guilty of a sin that’s very much under the popular microscope right now: output randomness. You do all your decision making, and then you roll the die to see if you succeed, fail, super-succeed, or super-fail? Good luck, I guess? I think there’s a reason so many mechanics have sprung up to mitigate die rolls - key points, luck points, guaranteed re-rolls, etc. But luck mitigation only goes so far, and the