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dice_rolls [2020/08/29 15:10] – [Automatic Failures] dungeonmasterdice_rolls [2020/09/26 19:21] (current) – [Potency Rolls] dungeonmaster
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-===== Potency Rolls ===== +===== Sum Rolls ===== 
-Sometimes a character has a certain skill that rolls dice to determine how potent it was. A good example of this is a healing potion or First Aid knowledge. If a healing potion with a potency of five dice were imbibed by a character, the player would roll five dice. The number of 4s, 5s, and 6s on the dice would determine how many hit points were healed.+Sometimes a character has a certain skill that requires rolling dice to determine not just if it was successful but how successful it was. Rather than counting up the number of victories over opponents or 4s, 5s, and 6s, the actual dice are added together, but with a -1 to their numbers, i.e. d6-1. This allows for a number between 0 and 5, inclusive.
  
 +Healing potions and First Aid knowledge are good examples of sum rolls. A second degree healer would heal between 0-10 points. Third degree 0-15, etc.
 +
 +Initiative rolls are also considered sum rolls.
 +
 +===== Automatic Failures =====
 +Although rare, there are cases where a character might choose to fail a skill check roll or win-loss roll. If this is the case, no dice need be rolled. The character is considered to have failed and the result of the failure is determined just as if they had rolled all failing dice.
  
 ===== Number of Dice ===== ===== Number of Dice =====
dice_rolls.1598713855.txt.gz · Last modified: by dungeonmaster