Rolls And Tests
Your Fate and the Dice
Whenever you find yourself in a difficult situation, you will likely need a number of dice to decide your outcome. This will often come in the form of a test, a roll based specifically on a certain quality, such as your character's Awareness or Dexterity. Tests are rolled with 3 six-sided dice, also known as 3d6.
Dice Nomenclature
You will roll many different combinations of dice, of which there are seven main types: four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), percentile dice (also known as d10, but each number ends in 0, ranging from 00 to 90), twelve-sided dice (d12), and twenty-sided dice (d20).
When you roll multiple dice, we will add the quantity directly before the dice type. For instance, 4 eight-sided dice will be represented as 4d8.
Rolls and Tests
Any time a creature embarks on a task that requires some level of skill or has some level of difficulty, that creature will make a test. Each test made is based on one of 6 traits or one of 12 Subtraits. To make a test, such as a Power test, a player rolls #3d6 and adds their modifier to the roll. This roll's outcome will determine how successful the character is at doing the given task.
3d6
As a player, you will roll 3d6 many times during your adventures, this is a base-level set of dice. Unlike systems that use a d20 for a "test" or "check", 3d6 reduces radicals. The chance of rolling a 10 with 3d6 is much higher than the chance of rolling a 17.
Keep in mind that the minimum roll for 3d6 is 3, and the maximum roll is 18, especially when considering test difficulty.
Test Difficulty
For any given test, there should be a test difficulty (TD). The test difficulty is the minimum roll needed to succeed in doing the task.
For instance, if your character is attempting to dodge falling debris, they may make an Agility test. The GM will generate an appropriate TD, though often the players will not know what it is before rolling. In this example, it will be 10. If the character rolls a 10 or higher, they successfully avoid the debris.
Contesting
Sometimes, you'll be directly pitted against another opponent. In these cases, such as during an attempted grapple, you will contest another creature. This means that your test will be compared to another's test, and the higher roll will win the contest.
Tie Breakers
Any time a creature is rolling against another, whether that be during tests, blocking, dodging, or other circumstances, there is a chance that both roll the same final number. In these cases:
- If a PC is rolling against an NPC, the PC wins the tie.
- If either both creatures are NPCs or both are PCs and one creature is defending itself, the defending creature wins the tie.
- If the above is true and both or neither is defending, the creature with the better modifier wins the tie.
- If the above is true and both have the same modifier, the creature of higher level or DR wins the tie.
- If the above is true and both creatures have the same level or DR, one is chosen at random.
Favor and Disfavor
If luck is on your side, or perhaps you are both blind and deaf, you may have some points of favor or disfavor on a roll. Any unruled circumstance that would push a roll slightly one way can cause a point of favor or disfavor, though exactly which events do are up to GM discretion. For each point of favor you have on a roll, you roll an additional 1d6.
For each point of disfavor you have on a roll, you remove a d6. If you have enough disfavor to roll zero dice, the test is automatically failed.
Critical Successes and Failures
On very rare occasions, a roll may be so successful (or so disastrous) that it has extreme outcomes.
- If three or more 6's are rolled during a test, it is considered a critical success. Its roll's overall value, before modifiers, is doubled. So if you roll 18 on a test using 3d6, treat it as if you rolled a 36. Critical successes are more likely with favor and impossible with disfavor, due to the number of dice.
- If every die rolled during a test is a 1, it is considered a critical failure. The roll's value becomes 0 and ignores modifiers. If you had a point of disfavor on a test and you rolled a 2, you would have rolled a critical failure.
The outcome of critical successes and critical failures should have additional effects that aids or hinders the intentions respectively. The specifics of the outcome are up to GM discretion.