How far can you jump? How much can you carry? Who goes first in combat?
Where are all the charts and tables?

There aren't any. This is intentional.

Level One trusts GMs to make reasonable judgments instead of providing complex subsystems for every possible situation. The result is faster play, fewer rules to remember, and more focus on the story you're telling together. Don't get hung up on the wrong thing.

Common Situations

Movement and Athletics: When you need to jump across an alley or climb a wall, the GM assigns a Difficulty Level based on the challenge. That DL represents everything relevant — distance, wind, slippery surfaces, your current condition. The units don't matter; the relative difficulty does. Roll opposition against the DL and succeed or fail accordingly.

Carrying Capacity: Weight isn't binary — there's no magic number where you suddenly can't lift another ounce. Instead, the GM will warn you when you're getting overloaded and start applying increasing DLs to physical actions if you insist on carrying unreasonable loads. Eventually the DLs become EL opposition and start injuring you. Simple and realistic.

Vision and Light: A torch doesn't illuminate exactly 30 feet then stop — light scatters and fades gradually. The further you are from a light source, the higher the DL for visual tasks becomes, until eventually you simply can't see well enough to succeed. Let the dice and common sense handle the details.

Initiative and Timing: Opposition rolls make formal initiative largely unnecessary. Both sides roll, compare results, then narrate the action to match the outcome. If someone has a clever idea or wants to try something specific, let them attempt it and use the dice to determine how it plays out.

Characters can establish tactical advantages through Boost actions — an ambush, a blinding maneuver, or a good feint can create ongoing benefits. The GM determines what makes sense and how to resolve it.

Setting Difficulty

Like it or not, as the GM, you're in charge of all the levers and dials. Players might have lots of agency, narrative scope, Luck Tokens and even Karma, but in the end the GM sets almost all the Difficulty Levels, numbers of enemies, aggression levels, environmental conditions, and a thousand other things that control the game.

The players might be very talented soloists with the freedom to improvise, but you're the conductor, most of the percussion and woodwind sections, and probably the composer. Sure, it can be wonderful to have a jazz band jam session, but sometimes a symphony can't be beat. Either way, the players are usually counting on you for the tempo if not the melody.

When To Roll

Here's the simple rule — don't. If things are moving along, and the players are in the zone, and they ask you a question, just answer it.

If the players reach for dice, or ask aren't you going to roll it? — then it's time to think about it. Sometimes the answer is no, but in general, if they are looking for dice it's either because they expect them, or they want them, and maybe both. Take a moment to make the judgment call.

Dice are often used as a crutch, and if you need it, it's not a crime. It's better to just throw some dice and improvise from the result than to stammer and stare and let the momentum of the game drain away. Some players love dice, and will not enjoy a game that isn't using them heavily. On top of that, sometimes your odds just aren't that good, and milking a little tension from the possibility of a major screw-up can be golden.

The reason we say don't is because when things are flowing and everyone is having fun, it's not the time to change gears because everyone feels obligated to play the game a certain way, because that's how other games they've played have done it. If you're having fun you're doing something right, though there is value in changing things up every now and then.

When There's Value In Failure

If you're pretty sure the characters are going to succeed, there's no harm in giving them some power fantasy time and letting them just be awesome. You can even let them bounce some pretty math rocks as a part of that, to go through the pro forma steps that affirm how cool they are. That's actually recommended now and then so that they realize when things play out differently…

The thing is, the dice have real value when both success and failure have fun results. Success is usually pretty easy, but failure should complicate things! Don't forget that damned near literally anything can be an opposed roll that has the potential to offer Harm to the PCs, and even if it's Loss of Confidence it can probably be a Hindrance, a Complication, or even an Injury. Don't get ridiculous and make every barmaid that shoots down a randy adventurer cause him a week of convalescence, but make sure that they know reaching for the dice means putting skin in the game.

"So What Are My Odds?"

Difficulty Levels aren't all about how difficult something is. They should be about how important it is, how valuable it is, and how relevant. If the whole point of the mission is to get the secret orders from the lockbox, then it should probably be a pretty sturdy and reinforced box with a really good lock on it. Make it hard!

If the players can pick the lock in a few seconds it's going to feel like a letdown. If, on the other hand, they have to spend time and effort getting a special fake key made, when they finally get to the box with it, they can be proud. If they manage to pick the Steward's pocket for the real key, much the same. If they have to spend several turns fighting with the lock, accumulating successes as the devilish design slowly shuts itself down on each mistake until it literally seizes, then they have to try and sneak the whole box out of the castle to crack open elsewhere, and you've got a whole other adventure!

The point is that you shouldn't be afraid to make things hard now and then. Good players will often find a way to change the whole situation on you anyway.

The Universal Answer

The correct answer to every yes or no question is "It depends."

For everything interesting that's not automatic, assign a DL and roll. Sometimes that DL will be zero — meaning no real opposition — and sometimes it will be high enough that success is unlikely. The GM's job is deciding what's appropriate for the story and the situation.

The important "rules" in any RPG are consistency, creativity, sportsmanship, and good, old-fashioned fun.