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Me: I'm fifteen feet away. I'm using my short bow. I use my "Aim" ability first, then shoot him! You: That's +1 for the close range, and uh, let's see, he's surprised, so -3 for his defense. Me: Don't forget, I have the Sharpshooter trait, so that's another +2. You: Roll!

Then we look at the dice to see what happens next. You: Shhhloook! Right through the eye! He pitches over backwards, he's dead as a doornail.

This is how a lot of resolution systems work: you know everything about what your character is doing that could possibly affect the outcome, all that stuff factors into the resolving mechanic (in this case, dice) insofar as your rules say they do, and then you use that mechanic to find out what happens next. After the dice hit the table, there isn't any more talk of what you did before the arrow left the bow.


Employing a Fortune Resolution device (dice, cards, etc) after the full descriptions of actions, physical placement, and communication among characters. In other words, once the dice, for instance, hit the table, there's nothing else to describe but the effect of the action, and nothing more can be added about how it was done.

"Effect" above corresponds exactly with Effect in IIEE. In this construction, Effect occurs in linear fictional timing exactly as it occurred in game mechanics, procedural terms. Contrast with Fortune-in-the-middle, in which a lot of the pre-hit fictional content can be introduced after the mechanics determine whether it hit or not.

Relevant threads

2007: How can fortune at the end work without spoiling flow?