Rolling Dice
ROLEPLAY vs. ROLL-PLAY
Everything is roleplayed and doesn't require any rolls unless:
- The GM asks for rolls
- You try to harm or manipulate a creature, complex device, unfamiliar object, or something key to the narrative
- You try to move past, enter, or escape an obstacle, grapple, melee, or scene
- You try to gain information, assets, or influence
ROLLING DICE
When you do roll, you follow a simple process for each action you take.
- Choose a course of action you could reasonably accomplish in 1 round.
- Choose a target within range of your action to be affected by it.
- Choose a skill most appropriate to accomplishing your task and add your modifier to that skill to a d20 roll. Be sure to include any temporary modifiers such as bonuses or penalties.
- Roll any appropriate effect dice such as damage or healing (if any).
- Describe your turn taking this action in a way that does not presume success or failure. For example, you'd say "I shoot at the orc" rather than "I shoot the orc" or "I move towards the exit" rather than "I exit the building" and so forth.
- Resolving the roll: The GM will let you know about any bonuses or penalties and explain the result of your attempt.
- On a critical success (nat 20 or beat DC by 10+), you gain the desired effect plus a bonus helpful effect.
- On a success, you gain the desired effect.
- On a failure, the action is wasted.
- On a critical failure (nat 1 or failed DC by 10+), you waste the action, your turn immediately ends, and a harmful effect occurs such as you dropping your weapon, falling down the stairs, getting sniped by an unseen foe, losing your reaction for the round, etc.
- On a critical success (nat 20 or beat DC by 10+), you gain the desired effect plus a bonus helpful effect.
For example, if you want to shove an enemy out of the way (Brawn check), charge past them (Acrobatics or Athletics check), shoot the window (Marksmanship check), and jump out the window (Acrobatics check) you would be unable to do all this in 1 round as this requires 4 checks with the second check taking a -5 penalty, third taking a -10 penalty, and fourth taking a -15 penalty. If you critically fail any of these checks, your turn ends before you can take any of the other actions you want to take.
ADVANTAGE & DISADVANTAGE
Sometimes you have advantage or disadvantage on a roll meaning you roll a second d20. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. Multiple advantages or disadvantages do not stack and advantage and disadvantage cancel each other out. When you have advantage or disadvantage and something in the game, lets you reroll the d20, you can reroll only one of the dice. You choose which one.
GAINING EDGE/LOSING EDGE
Sometimes you gain an edge and sometimes you lose edge. Gaining an edge means you add 1d4 to your d20 roll. You can gain multiple edges but never more than one edge from the same things with each additional edge increasing this die by 1 size to a maximum of 1d12. If your smaller die result is larger than your d20 roll, you treat the smaller die as your roll and the d20 roll as a bonus to it. For example, if you had three edges (1d8) and rolled a 7 on the d8 and 4 on the d20, then you would treat your roll as a natural 7 with a +4 bonus rather than the other way around (for a total of 11). Losing an edge works in reverse. Gaining edges and losing them cancel each other out. If you gain/lose edge on a DC rather than a roll, you merely add/subtract half the die to your DC (d4=+2, d6=+3, d8=+4, d10=+5, d12=+6).
BONUSES & PENALTIES
Sometimes a special ability or circumstance gives you a bonus or penalty to a d20 roll or damage roll. Bonuses and penalties cancel each other out generally, but multiple bonuses and penalties can only stack to a maximum amount equal to twice the single highest one.
For example, if you had three +1 bonuses, two +2 bonuses, and a +3 bonus to a single action, this would not add up to +10 because the single highest bonus among them was +3 making the greatest they can stack to equal to +6. Likewise, suffering multiple penalties stacks the same way but in negative numbers.
CRITICAL FAILURE/SUCCESS
If you beat the DC by 10 or more or you get a critical success. If you fail the DC by 10 or more, you get a critical failure. A critical success automatically maximizes your damage/healing dice and deals a critical effect to the primary target if its an attack. A critical failure causes your weapon to jam, run out of ammo, get stuck, etc., requiring a DC10+Tier check to get it working again. Multiple attempts to get the same item working again get a +5 cumulative bonus per attempt after the first.
Rolling a Natural 1
A natural 1 on the d20 treats your result as 1 tier worse than it normally would be to a minimum of a critical failure (critical success --> success --> failure --> critical failure).
Rolling a Natural 20
A natural 20 on the d20 treats your result as 1 tier better than it normally would be to a minimum of a critical failure (critical failure --> failure --> success --> critical success).