While the basic Roll for Shoes rules are purposefully simplistic, there are some extra rules and systems you can add to a game to emphasize themes or add mechanics as necessary.
Weaknesses are similar to Skills, but instead have a negative number associated with their level (e.g., Running -2, Climbing Ladders -3). Weaknesses are rolled with the noted number of D6s (as absolute value), but only the single lowest rolled die result counts.
A few important notes:
- Weaknesses are intended to be permanent, being analogous to negative Skills.
- Broad Weaknesses should start at -2 since -1 does not make sense as a roll on its own.
- Advancements are not possible with a Weakness, so rolling all sixes simply gives the character a single result of 6.
- Weaknesses can be quite punishing, so it’s recommended to only use them—and optionally the related rules below—when it’s fitting to the setting, style, and mood of the game.
A possible additional rule is to invert advancement for Weaknesses: any Weakness roll of all ones grants a Weakness more specific to the action, at one level lower than the failed task.
Weaknesses are typically given at the beginning of a session, to emphasize an aspect of a character at creation. Alternatively, particularly bad Skill rolls could result in creating a Weakness: any Skill roll of all ones grants a Weakness at a related level, specific to the rolled action. This should only occur for Skills above level 1 (by default anything other than Do Anything 1).
Statuses act as temporary modifiers to any relevant rolls, instead of being treated as a rollable Skill (or Weakness) on their own. Statuses can be positive or negative, and are typically written with their signed modifier value first to differentiate their usage (e.g., +1 Strengthened, -2 Poisoned). A character can have many effective Statuses, and multiple Statuses can affect a given Skill/Weakness roll. Statuses are intended to only be temporary, and should be dynamically added or removed when narratively appropriate.
By default, outcomes are handled purely narratively, around goals and actions that characters perform. Each action is a discrete move towards a goal, with no resulting values taken into account other than success. This works fine in most games and groups that don’t have a need to track damage.
Alternatively, you can use the difference between opposing roll results as a Damage value, and assign the damaged character a Status related to the damage.