Post by Death's Angel on Jun 28, 2018 20:24:24 GMT
There are a variety of difference dice rolls in the game. As I've previously stated, I'll determine when rolls will be required. For the most part, they'll be dictated by the source material. Here's some details on the types of rolls you can have.
Skill Rolls
When you're required to roll a skill check, you'll have to beat a designated target using 2d6+the relevant ability score. For example, if you have 2 Thievery and need to score Thievery 10 to pick a lock, you'll need to score 9 or more on 2 dice in order to succeed. Bonus items count for skill rolls.
Survival Rolls
Sometimes you're in a dangerous situation facing death or capture and will need to roll less than your Rank in either 1d6 of 2d6 in order to escaoe the situation.
Encounter Rolls
Usually a 2d6 roll, these happen when you are travelling by foot or by land. You may have a variety of experiences from the chance to gain loot, fight an enemy, pick up a quest or deal with a storm. Alternatively, you might have no encounter at all.
Skill Enhancements
You will at times be given the chance to enhance one of your Abilities by rolling less than your current (unmodified) score via either 1d6 or 2d6. Likewise, you may be granted the chance to enhance your Rank in the same way. Rank increases typically come with a bonus of 1d6 being permanently added to your Stamina score.
Combat
When engaging in combat you'll be rolling your Combat score against your opponent's Defence, and vice versa. For example:
Marana Fireheart - Combat 4, Defence 8, Stamina 13. Defence is calculated as Combat 4, Rank 2, +1 Leather Armour)
Tim of Raventree - Combat 5, Defence 9, Stamina 9. Defence calculated as (Combat 5, Rank 1, +3 Chain Mail. Tim's lower Stamina reflects his lower Rank)
The PC always rolls first. Marana rolls 2d6 and comes up with 2+6=8. I then add her rolls to her Combat 8+4=12. As Tim has Defence 9,he loses 3 Stamina. (Tim has Stamina 6)
Tim rolls next. Tim rolls 3+3=6. 6+5=11 to add the rolls to his Combat. Marana has Defence 8 but Tim has outrolled her so she too must lose 3 Stamina. (Marana has Stamina 10)
Marana's turn. Marana rolls 3+6=9. 9+4=13 as Marana attempts to hit Tim. Marana outrolls Tim's defence 13-9=4. (Tim has Stamina 2)
Tim's turn. He rolls 2+7=9 . 9+5=14 as Tim hits Marana. 14-8=6 to calculate the hit points lost. (Marana has Stamina 4)
Marana's turn. She rolls 3+4=7. 7+4=11 as she hits. Marana outrolls Tim's Defence 11-9=2. (Tim has Stamina 0 and is killed).
As I've said elsewhere, Mages may substitute Combat for Magic if they so wish, but must specify upon each occasion which score they wish to use.
As a further reminder, any attempt to enter combat without at least a basic weapon will incur a penalty of -1 to rolls. This does not apply to any instance in which Unarmed Combat is required.
Multiple Opponents
If a player is fighting multiple opponents at once, they still get the opportunity to strike first, but only at a single opponent. They will, however, have to fend off attacks from however many opponents they have at the time, before making their second strike. The combat will otherwise proceed as above, with the player aiming to kill one opponent at a time until they are are dead.
In combats where 2 players are facing one opponent, players will still be permitted to roll before the enemy. I'll flip a coin to decide who gets to go first. As above, the combat will continue until the opposition is dead.
When 2 players are facing off against multiple opponents, they will each target a single opponent. If there are an odd number of opponents, I'll roll to decide who gets 'lucky' with the extra adversary.
Skill Rolls
When you're required to roll a skill check, you'll have to beat a designated target using 2d6+the relevant ability score. For example, if you have 2 Thievery and need to score Thievery 10 to pick a lock, you'll need to score 9 or more on 2 dice in order to succeed. Bonus items count for skill rolls.
Survival Rolls
Sometimes you're in a dangerous situation facing death or capture and will need to roll less than your Rank in either 1d6 of 2d6 in order to escaoe the situation.
Encounter Rolls
Usually a 2d6 roll, these happen when you are travelling by foot or by land. You may have a variety of experiences from the chance to gain loot, fight an enemy, pick up a quest or deal with a storm. Alternatively, you might have no encounter at all.
Skill Enhancements
You will at times be given the chance to enhance one of your Abilities by rolling less than your current (unmodified) score via either 1d6 or 2d6. Likewise, you may be granted the chance to enhance your Rank in the same way. Rank increases typically come with a bonus of 1d6 being permanently added to your Stamina score.
Combat
When engaging in combat you'll be rolling your Combat score against your opponent's Defence, and vice versa. For example:
Marana Fireheart - Combat 4, Defence 8, Stamina 13. Defence is calculated as Combat 4, Rank 2, +1 Leather Armour)
Tim of Raventree - Combat 5, Defence 9, Stamina 9. Defence calculated as (Combat 5, Rank 1, +3 Chain Mail. Tim's lower Stamina reflects his lower Rank)
The PC always rolls first. Marana rolls 2d6 and comes up with 2+6=8. I then add her rolls to her Combat 8+4=12. As Tim has Defence 9,he loses 3 Stamina. (Tim has Stamina 6)
Tim rolls next. Tim rolls 3+3=6. 6+5=11 to add the rolls to his Combat. Marana has Defence 8 but Tim has outrolled her so she too must lose 3 Stamina. (Marana has Stamina 10)
Marana's turn. Marana rolls 3+6=9. 9+4=13 as Marana attempts to hit Tim. Marana outrolls Tim's defence 13-9=4. (Tim has Stamina 2)
Tim's turn. He rolls 2+7=9 . 9+5=14 as Tim hits Marana. 14-8=6 to calculate the hit points lost. (Marana has Stamina 4)
Marana's turn. She rolls 3+4=7. 7+4=11 as she hits. Marana outrolls Tim's Defence 11-9=2. (Tim has Stamina 0 and is killed).
As I've said elsewhere, Mages may substitute Combat for Magic if they so wish, but must specify upon each occasion which score they wish to use.
As a further reminder, any attempt to enter combat without at least a basic weapon will incur a penalty of -1 to rolls. This does not apply to any instance in which Unarmed Combat is required.
Multiple Opponents
If a player is fighting multiple opponents at once, they still get the opportunity to strike first, but only at a single opponent. They will, however, have to fend off attacks from however many opponents they have at the time, before making their second strike. The combat will otherwise proceed as above, with the player aiming to kill one opponent at a time until they are are dead.
In combats where 2 players are facing one opponent, players will still be permitted to roll before the enemy. I'll flip a coin to decide who gets to go first. As above, the combat will continue until the opposition is dead.
When 2 players are facing off against multiple opponents, they will each target a single opponent. If there are an odd number of opponents, I'll roll to decide who gets 'lucky' with the extra adversary.