Section 1
COGENT Roleplay uses a dice-pool system built on six-sided dice (D6). Every check starts with a base pool of 3D6.
Base Pool
3D6
Win Threshold
4+
Core Challenge Level
CL 1 – 8
Minimum Dice
1D6
Even if modifiers reduce the pool below 1, the player always rolls at least 1D6. You always have a chance.
Original Core defines Challenge Levels 1–8. tablerp also lets the GM select 9–20 as a deliberate soft-difficulty overlay; those higher values are not additional Core levels.
Section 2
tablerp follows the original COGENT Core rules for its level-one creation baseline. Community alpha variants are not part of this ruleset.
Starting Attributes
2 points
Starting Skills
12 points
Intelligence Bonus
+3 per INT
Starting Level
Level 1
Original Core Campaign Play describes Initiate, Adept, and Veteran tiers. tablerp instead uses a transparent GM-controlled level from 1–20: every approved level after level 1 grants +1 Attribute Point and +1 Skill Point.
Numeric levels are a tablerp progression overlay, not an original Core rule. Only the GM can grant or remove them, and the campaign character keeps that progress across multiple sessions in the same campaign.
Section 3
Every character has three core attributes. During character creation, you distribute points among them. In combat, ALL attribute points are added to your dice pool.
Strength
STR
Can reduce incoming victory levels in combat by 1 per STR point, once per encounter. Represents physical power, resilience, and the ability to survive a telling blow.
Reflex
REF
Determines turn order priority (highest REF resolves first). Required for ranged weapon proficiency. Governs agility and reaction speed.
Intelligence
INT
Grants +3 skill points per INT point during character creation. Represents knowledge, reasoning, and mental acuity.
For a non-combat skill check, add the governing attribute to the base 3D6 pool along with the skill value.
Skill Check = 3D6 + Attribute + Skill Value
In combat rolls, ALL three attribute values are added to your dice pool, not just one.
Combat Roll = 3D6 + STR + REF + INT + Proficiency + Weapon Bonus
Section 4
There are 15 skills, grouped by their governing attribute. Skill values range from -1 to +4. You may have at most one skill at -1 (a weakness).
| Attribute | Skills |
|---|---|
| Strength (STR) | Endurance Athletics Grip Swim Throw |
| Reflex (REF) | Perception Acrobatics Ride / Pilot Sleight of Hand Stealth |
| Intelligence (INT) | General Knowledge Deception Infiltration Persuasion Survival |
| Value | Meaning |
|---|---|
| -1 | Weakness (max 1 allowed) |
| 0 | Untrained (default) |
| +1 | Novice |
| +2 | Competent |
| +3 | Expert |
| +4 | Master |
Once your dice pool for a skill reaches 8 or more you are a specialist in it. A specialist automatically passes any routine check (Challenge Level 3 or less) in that skill without rolling -- provided it is not under duress (such as combat), contested, or a reflexive action.
Bartering is primarily a Persuasion check in original Core. Commerce is a separate optional abstract wealth scale: a group may use it instead of tracking every coin, or keep exact currency alongside it.
tablerp supports both approaches. Character cards track Commerce and exact currencies, while the GM grants or deducts those resources through an audited campaign action.
Section 5
Proficiencies represent trained combat and specialist abilities. A proficiency can reach 4 points. Each point adds +1D6 to combat or proficiency-based checks.
| Category | Examples |
|---|---|
| Light melee | Daggers, short swords, rapiers, hand axes |
| Heavy melee | Longswords, greatswords, maces, halberds |
| Polearms | Spears, pikes, glaives, lances |
| Ranged | Bows, crossbows, firearms (requires REF) |
| Unarmed | Fists, martial arts, grappling |
| Shields | Bucklers, kite shields, tower shields |
Vocations represent life paths, trades, or backgrounds (e.g. blacksmith, sailor, noble). Maximum 4 points. They most often assist another character's roll, but the GM may also call for a direct vocation check when the task is primarily about that trade, background, or expertise and no existing skill already covers it.
A vocation like "Herbalist" could assist a Survival check, while "Runemaster" or "Mastercrafter" could be rolled directly for designing a rune, judging a forge process, or another vocation-led task. If the vocation only supports a different primary roll, treat it as an assist instead. The GM decides when a vocation is relevant and which attribute best fits the attempt.
Section 6
Combat Roll = 3D6 + STR + REF + INT + Proficiency + Weapon Bonus
This is the key RAW distinction: a combat roll is a summary of how well the character fought during the round. It is not an independent attack button that always deals damage on success.
In combat, each character's combat roll stands as both offense and defense for the round. Compare your wins against the opponent you declared as your target. The positive difference in wins determines the Victory Level against that specific target.
| Victory Level | Wins Above Opponent | Outcome |
|---|---|---|
| 1 | 1 | Stagger -- opponent loses next action, Level 1 injury |
| 2 | 2 | Disarm -- weapon knocked away, Level 2 injury |
| 3 | 3 | Trip/knockdown -- prone, Level 3 injury |
| 4 | 4 | Fatal injury, knockout blow (unconscious + medium injury), or dismember |
| 5+ | 5+ | Death blow -- an instant kill, unless strength reduces the victory level below 5 |
Before combat outcomes are chosen, the defender may reduce the incoming victory level by 1 per point of STR, once per encounter. This reduces the level of the victory itself, so it can also prevent maneuvers like trip, disarm, or stagger if the level drops too low.
A character may choose to defend instead of attacking. The defender gains +2D6 to their roll but cannot score any victory points even if they roll more wins. In tablerp RAW mode, defense still rolls so attackers can be compared against it, but the defender cannot apply a counter-outcome from that defensive roll.
Small defensive movement, bracing, or giving ground can be described narratively, but defense is not a full disengage unless the GM rules the fiction allows it. Use Flee / Disengage when the character spends the action leaving close combat; if threatened, the app locks that roll to Defense (+2D6, no victory outcome).
Move / Reposition is not a disengage by itself. It can describe footwork, shifting cover, or changing position inside the fight, but only Flee / Disengage clears close combat in the app.
Lying down or prone applies -4D6. If the character spends their action getting back up while threatened, their comparison roll is still made with that prone penalty, because the penalty counts during the action of getting up while defending. Once the ready-up action is resolved, the prone state is cleared unless the fiction says they cannot get up.
Armor reduces injury level, not victory level. It also penalises the combat roll of the wearer based on how much armor they are carrying. Shields stack with worn armor for armor level.
| Armor Level | Examples | Combat Penalty |
|---|---|---|
| 1 | Leather armor, gambeson, chain shirt, small shield | None |
| 2 | Breastplate, full chainmail, large shield | -1D6 |
| 3 | Full plate armor | -2D6 |
| 4 | Full plate armor + small shield | -3D6 |
| 5 | Full plate armor + large shield | -4D6 |
A defender chooses exactly how much remaining STR and armor to spend, with both controls starting at zero. STR reduces victory level first; armor then reduces the injury level if an injury outcome is still applied, except while in close combat. The app records both actual spends.
Endurance offsets the armor combat-roll penalty: each point of Endurance cancels 1D6 of the penalty (down to zero), so a conditioned character can wear heavy armor with little or no drag.
Homebrew option: a campaign can enable permanent armor reduction, where armor reduces incoming injuries by its full level on every hit instead of the depleting per-encounter pool. Off by default.
| Weapon Category | Modifier | Limits |
|---|---|---|
| Thrown weapon | None | — |
| Ranged / stringed | +2D6 at range; -3D6 in melee | Cannot choose enter close combat or dismember outcomes |
| Small handed weapon | None | — |
| Small hafted, medium hafted, or medium sword | +1D6 | — |
| Large hafted or large sword | +2D6 | — |
| Reach polearm | +3D6 | — |
| Hand ballistic | +2D6 at range; -3D6 in melee | Cannot choose enter close combat or dismember outcomes |
| Shoulder-stocked ballistic | +4D6 at range; -4D6 in melee | Cannot choose enter close combat or dismember outcomes |
| Heavy ballistic | +6D6 at range | Cannot be used in melee |
| Unarmed | -1D6 | While already in close combat, a declared unarmed disarm gains +4D6 and can choose only Disarm |
Dual wielding does not grant a second combat roll. Instead, the offhand weapon adds a bonus to the same combat roll if the character has at least 1 proficiency point in both weapons. The primary weapon still supplies the normal proficiency and weapon modifier.
| Offhand Weapon | Bonus |
|---|---|
| Small secondary weapon | +2D6 |
| Medium secondary weapon | +1D6 |
If the primary weapon is lost or disarmed, the dual wield bonus is lost as well. The offhand weapon then becomes the primary weapon until the original weapon is recovered.
Section 7
Injuries penalise physical checks by reducing your dice pool. They stack with other injuries.
| Injury Level | Dice Penalty | Description |
|---|---|---|
| 1 | -1D6 | Minor wound -- bruise, shallow cut, sprain |
| 2 | -2D6 | Moderate wound -- deep gash, cracked rib, dislocation |
| 3 | -3D6 | Severe wound -- broken limb, heavy bleeding, concussion |
| 4 | -4D6 | Fatal wound -- incapacitated, dying without aid |
In RAW, the defender may spend STR to reduce victory level first. If an injury is still inflicted, they may then spend armor to reduce its injury level. A Death Blow can therefore be walked down by either defense. Both spends are optional and default to zero.
A fatal injury (Level 4) that is not reduced results in the character being incapacitated and potentially killed, at the GM's discretion.
Against an incapacitated, unconscious, or bound target, armor is disregarded entirely and only CL1 must be exceeded for any victory level -- they cannot fight back or defend, so finishing blows land easily.
Section 8
Any character with a relevant skill or vocation can assist another character's roll. Assists are powerful but carry risk, and they remain the default use of vocations when a more specific direct check is not warranted.
Assists can backfire. A failed assist actively hurts the primary roller. Choose your helpers wisely.
Section 9
Destiny Points are a meta-currency awarded by the GM for excellent roleplay, clever ideas, or dramatic moments. The GM may also deduct them for poor conduct.
Effect
Each point spent adds one WIN (not one die) to any roll
Stacking
Multiple Destiny Points can be spent on a single roll
Timing
Before rolling, spend exactly 1 point to make each 3–6 a win; after rolling, spend points to add one guaranteed win each
Destiny Points add guaranteed wins, not dice. This makes them extremely valuable for clutch moments.
Original Core Fast Play starts and caps a character at 3 Destiny Points. tablerp defaults to 3 but allows a GM-managed card capacity up to 12 as a deliberate flexibility overlay.
Section 10
Authoritative checks use the standard threshold unless the player spends Destiny before rolling. Defense is a separate combat stance.
| Mode | Win Threshold | When Used |
|---|---|---|
| Standard | 4+ | Normal circumstances. The default for all rolls. |
| Destiny threshold | 3+ | The player spends 1 Destiny Point before the roll. This is not a free GM-selected mode. |
| Defense | 4+ | Defending in combat. Adds +2D6 to pool but scores 0 victory points. |
Section 11
tablerp is a web application that brings COGENT Roleplay to the browser. Here is the typical flow of play.
Section 12
COGENT Roleplay deliberately does not define a fixed magic system. Magic is setting-dependent and left to the GM to design for their world.
Each type of magic is treated as a separate proficiency (e.g. "Fire Magic", "Necromancy", "Healing"). The proficiency adds dice to the roll just like a weapon proficiency.
Magical focus items function like weapon bonuses, adding extra dice to the pool.
| Focus Item | Bonus |
|---|---|
| Wand or minor focus | +1D6 |
| Staff or major focus | +2D6 |
Each GM defines the specific rules, limits, and costs of magic for their setting. There is no universal spell list -- this is by design, giving every campaign its own magical identity.