Rule: Rolling dice

We alway use a twenty-sided die (d20)   You’ll roll it on four occasions :
  • Checks: The majority of die rolls you’ll make are Checks.
    For these, you’re trying to roll 21+ to succeed (d20 + Aptitude).
    On 31+, the Check is considered a Critical Succes.
  • Contests: A Contest is the same as a Check, but you also need to roll higher than the characters you’re competing against to succeed.
  • Attacks: When making an Attack on an opponent, you’re trying to match or exceed your target's Defense Rating to hit.
    A Critical results can happen depending of how much you roll above or under the target Defense Rating.
  • Tables: Occasionally you’ll roll on a table to see what happens.
    The result of your roll is then referenced against a list of outcomes (for example, when determining the type of Injury you suffer).

Bonuses & Penalties

Bonuses and Penalties represent positive and negative factors that influence your chance of success. They are applied to your roll because of an Ability, a rule, or at the discretion of your GM.   There are two levels to Bonus and Penalty :
(Bonus add to the roll, while Penalty substract to the roll)
  • Minor (2)
  • Major (4)
 
Applying Bonuses & Penalties Only one Bonus or Penalty applies per roll.
  • You can’t combine a Minor and a Major Bonus/Penalty.
  • Two Minor Bonuses or Penalties combine into a Major one.
Bonuses and Penalties cancel each other out when they’re equal.
  • A Major Bonus becomes Minor if a Minor Penalty applies (and vice versa).
 

Advantages & Disadvantages

An Advantage provides you with another chance to succeed, while a Disadvantage gives you another chance to fail.  
  • With an Advantage, roll twice and take the better result.
  • With a Disadvantage, roll twice and take the worse result.
 
Applying Advantages & Disadvantages Only one Advantage or Disadvantage applies per roll.
  • If both apply, they cancel each other out.
   

Critical rolls

Critical rolls represent extreme luck or badluck and override the normal success or failure.
  The effect of a Critical results is usualy determined by the GM, but in the case of a Critical Success, you can request a specific outcome to the GM.    
Guideline on the impact an Aptitude has regarding to Critical results : Each point above 11 in an Aptitude add an additional 5% Critical Success chance. Each point under 9 in an Aptitude add an additional 5% Critical Failure chance.   So an Aptitude of 9, 10 or 11 mean being average, with no additionnal chance of Critical Success or Critical Failure.
 

Critical Success

Rolling a 20 on a d20 is always a Critical Success.   Special rule :
  • During a Check (or Contest): Rolling a result of 31+ is considered a Critical Succes.
  • During an Attack: Rolling 10+ above your target's Defense Rating is considered a Critical Succes.

Critical Failure

Rolling a 1 on a d20 is always a Critical Failure.   Special rule :
  • During a Check (or Contest): Rolling a result of 10 or less is considered a Critical Failure.
  • During an Attack: Rolling 10+ under your target's Defense Rating is considered a Critical Failure.
  • Failing an Attack in melee with a Missile Weapon is automaticaly considered as a Critical Failure.
 
 
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