A way of playing out a whole Narrative scene using Dice Checks.

Once you reach 3 total successes or 3 total failures, the scene is over. (Three Strikes You’re Out).

As you pass/fail each check, you can imagine what that means for the scene, what is/isn’t working.

There are 6 possible outcomes for the scene, which can be mapped to a Simple d6 Oracle.

ResultOutcome
3 Successes,
0 Failures
”Yes, and… ”
Great success deserving some boon
3 Successes,
1 Failures
”Yes”
Standard Success
3 Successes,
2 Failures
”Yes, but…”
It worked, but just barely.
3 Failures,
2 Successes
”No, but…”
You lost, but just barely.
3 Failures,
1 Successes
”No” Standard Failure
3 Failures,
0 Successes
”No, and…”
Terrible failure deserving some penalty

Implementations

4th edition D&D had Skill Challenges, where you needed a certain number of passes before hitting 3 failures.

Ironsworn: Starforged has Scene Challenges.

Both of these implement a model where you have a static number of failures that result in a loss, but a variable number of successes needed to pass. I wonder about that. Isn’t a higher DC the thing that takes care of difficulty? Why would I put a lower DC but a higher # of passes needed?