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Dice Rolling in a Nutshell

Whenever a character or monster wants to accomplish something, they roll between one and twenty or more dice to see if they accomplish it. If someone or something is defending against this attack, they do the same. Rolls against a defender are called combat rolls. Rolls against no opponent are called skill rolls. Combat rolls are the most complex, so we’ll describe those first.

Combat Rolls

Both sides each roll between one and twenty or more dice, matching the highest attacking die with the highest defending die. Then the second highest attacking die with the second highest defending die. And so on, until all dice have been matched up. Any extras on the attacking side are automatic wins. Any on the defending side are discarded. The attacker counts up all the comparisons in which his or her die was higher or had no competing dice roll. The defender gets the rest including all ties. We’ll refer to these as attacker wins and defender wins in the following sections.

Damage Rolls

Each attacker die roll comparison that results in a victory for the attacker also results in damage taken by the defender. If the attacker has no wins, no damage is taken and the attack is assumed to have missed when determining if any other effects take place. (For a more detailed explanation, including examples, see the section entitled Dice Rolls.)

Win-Loss Rolls

The attacker and the defender compare wins. If the attacker has more wins than the defender, the action is successful. Often mental attacks like illusions fit in this category. (For a more detailed explanation, including examples, see the section entitled Dice Rolls.)

Skill Rolls

Skill rolls are even easier than combat rolls. Every die showing 4, 5, or 6 is a success. Successes either equate to numbers (in the case of healing) or are compared against the complexity of the task with easy tasks requiring one success, average two, hard three, and so forth. (For a more detailed explanation, including examples, see the section entitled Dice Rolls.)

Potency Rolls

Potency rolls are just skill rolls where the skill degrees are five dice per degree of proficiency. If there is a non-proficiency, it is just the “two for trying” but many of these skills don't have a “two for trying” at all. Like other skill rolls, every 4, 5, and 6 adds one to the potency of the skill. In the case of healing three 4s, 5s, and or 6s would mean three damage healed.