OSINT-6 CHANGELOG 251128
The familiar d20 mechanic gave us a useful starting point for OSINT-6 CORE RULEBOOK. Familiarity reduces the amount of basic procedure a group has to learn. It also creates a problem: a familiar roll can become automatic. Someone names a skill, rolls, and waits for the Game Master to decide what the result means.
We wanted an Ability Check to begin with the agent's objective and method. Those two facts determine whether the attempt can work, which ability applies, what proficiency matters, and what failure can change. A high roll can't supply missing authority, equipment, access, or physical capability. If the method can't reach the objective, the agent has to change the method before dice become relevant.
That led to a nine-step check procedure. The group clarifies the objective and method, confirms access, identifies the uncertainty, selects the ability and proficiency, sets the Difficulty Class, states the apparent consequence, rolls, and applies the result. The arithmetic remains d20 plus modifiers against a Difficulty Class. The added procedure controls when that arithmetic belongs at the table.
Consequences were the other half of the decision. Failure can consume time or equipment, close an opportunity, worsen a position, increase Exposure, reveal information, cause harm, or end that approach. The Game Master applies the consequence that follows from the method. Failure doesn't need to become damage, and it shouldn't become a bundle of every penalty that might fit.
This also explains why the rules discourage unchanged repeat attempts. Another identical roll would replace a consequence with extra chances. A new attempt needs a changed method, more time, new information, different equipment, new access, or some other meaningful advantage. The die still resolves uncertainty. The surrounding procedure makes the result matter.