Die Rolls, Checks, and Modifications in Chimera D10 | World Anvil

Die Rolls, Checks, and Modifications

In Chimera, 10 sided dice (abbreviated to d10) is used for all conceivable die rolls. The following sections describe how to interpret die rolls, what kinds of rolls there are, and how they might receive bonuses or penalties depending on the situation.
 

How Do Dice Rolls Work?

Of all the sections to read, this is the most crucial; the following sections hereafter look at how to read the dice, what you can roll dice for, etc. But here, we will see how we do rolls here in the first place. The steps are as follows and work for all rolls in the game:
  1. GM Sets the Scene. The GM finishes describing a scene and offers players to interact within the scene. The classic: "What do you do?"
  2. Proposal. A player may here collaborate with their party to figure out the best course of action. Hereafter, the acting player proposes an action (during their turn, for their turn in the round).
  3. GM Sets the Roll Conditions. GM sets the conditions for the player's proposed roll. The GM must tell the player if they are being affected by advantage or disadvantage their proposed action. If their proposed roll would auto-fail, the GM must suggest an alternative and work with the player.
  4. Help. Other fellow players or allied NPCs may decide to use the help action to assist the rolling player in the roll.
  5. Roll. The player rolls and looks at their dice. Using the later sections, they determine the success of their roll. The GM asks if the player wants to fine-tune their roll.
  6. Fine-Tine. If the player wants to fine-tune their roll, a player may modify their roll using resolve, a trait, or taking a point of corruption.
  7. Appraise. If a player does not want to fine-tune their roll or after they have fine-tuned their roll, the result is verified by the player and GM, and the GM, using the variable of success, determines how successfully the action is performed. If any other fellow players or allied NPCs were using the help action, the GM determines if (and then how) they are affected by the roll.

Die Rolls and Determining Success

Die rolls are used to determine whether or not a character is successful at a task. When playing, the opportunity do a die roll is first declared by the GM. As well, a GM is allowed to dictate which players get the opportunity to roll. If no dictation is made, the check can be assumed to be for the whole table. A player who rolls for a check in advance of the GM or rolls a check that does not involve them is cheating and must discard that roll.   Whether a player rolls one die or many dice, below shows how each die roll must be deciphered when playing:  
  1. Look for any 9s rolled.
  2. If you rolled multiple die, and there is a 9 present, the player may choose to reroll a number of die equal to the number of 9s. However, they may only reroll a 0, 1, 2, 3, 4, or 5 (a Crit Fail, Fail, or Half Pass). If the player chooses to reroll, they must take the result.
  3. If another 9 is rolled as a result of rerolling, repeat step 2. If no 9s are rolled or present, move to the next step.
  4. Look for any 0s rolled.
  5. If there are any 0s, you must reroll a number of die equal to the number of 0s rolled. However, this only applies to 4, 5, 6, 7, 8 (Half Pass and Pass). The player must take the result. If any 9s are rolled as a result, repeat step 2. If any 0s are rolled, repeat this step.
  6. Total the Variables of Success (see below) to determine how the die affect the action and narrative accordingly.
 

Variables of Success

After a die roll, the Variables of Success determines a specific kind of outcome. The Variables of Success categorize individual die rolls into a range of numbers that dictates five different kinds of outcomes: Critical Failure, Failure, Half-Pass, Pass, and Critical Pass. Each outcome has an associated phrase that can help guide players and GMs in determining what happens based on the dice roll for a check.   Below are the ranges for Variables of Success:
Critical Failure Failure Half Pass Pass Critical Pass
0 1, 2, 3 4, 5 6, 7, 8 9
"No, and..." "No" "Yes, but..." "Yes" "Yes, and..."

Affecting Die Rolls to Alter Success

A player has many ways they can affect their roll even before or after they roll, should the outcome not be to their liking. The three main ways they can do this is with the help of their teammates, or using their character's traits, using their character's resolve. As listed above in the “How do Dice Rolls Work?” section, some actions are limited to certain times during the roll itself.  

Rolling with Help

Before a roll, the rolling player character may receive help from other player characters or NPCs who use the Help Action which gives the rolling player advantage; if the player critically fails the check, all players receive a consequence or negative effect as if they themselves had rolled for the check and critically failed.  

Rolling with Resolve

Before a roll, a player character can add as many Resolve die as they need to they think they need to pass roll. When rolling with multiple resolve, the variable of success with the majority of rolls win; for example, If the PC rolls three dice and gets a "7, 7, 9", the player "passes" the check. —If there is a tie, it is advised to give the most neutral outcome, leaning first toward half-passes, and then toward fails and passes; In this same example where the player has still chosen to roll three dice and the outcomes look similar to these ( "0, 4, 9" or "1, 5, 6") the result is a half-pass; in another case, the player rolls two dice and gets "9, 8" or "0, 1", the results should be pass and fail, respectively.    

Rolling with Traits

The last way to alter the rolls is to use one's Traits. Traits guarantee a success, but a trait can only be used once per day. Traits are unique in that they can be used to force any roll to succeed even after resolve has been used to alter a roll. So as a last resort, the rolling player character may use their trait to change a die to an auto-success.  

Types of Checks

When playing, the opportunity to roll is first declared by the GM who may also dictate who gets the opportunity to roll. A player who rolls for a check in advance of the GM or rolls a check that does not explicitly involve them is cheating and must discard that roll.   When given the opportunity to roll, a player will need to roll a number of dice to determine whether their character can or cannot perform a task; this is called a check. The amount of dice needed depends on the kind of check the GM calls for: Skill check, attack check, contesting check, save check, or instruction check.  

Skill Checks, Attack Checks, & Evasion Checks

A GM calls for a skill check as needed to guide the narrative focus of their story. The GM may prompt a single player, a group of players, or all players to roll. This is the same for a evasion check, when the PC can evade an attack. An attack check, on the other hand, is prompted by the PC. The success of the check is determined by the Variables of Success--explained further below. A player character should not be asked to roll for a check that is impossible or outside the realm of possibility. Anything the GM considers outside the realm of possibility cannot be rolled for and cannot be successfully performed by the character. Situations like these include rolling for perception for an event that is taking place in an entirely different place, or attempting to attack a currently flying creature with a melee attack.    

Rolling for Skill Checks

 
Your skill's modifier (determined by the correlating score) determines how many dice you have access to roll for free if you are proficient. You may need to use Resolve if asked to roll for a skill you are not proficient in. When prompted to use resolve for a skill check, you can decline to participate in the skill check.
  The number of dice that a player can initially use for their skill check is determined first by a) which skills you are proficient in, and then if you are proficient you may use b) the skill's correlating score modifier's value.   More information about how skills work mechanically can be found on the Attributes page. For descriptions of skills, please see their individual score pages, attached as well to the Attributes page attached in the text.  

Rolling for Attack Checks

 
A player uses a number of dice equal to their Weapon Ranked Skillnot their weapon’s rank—to hit a target. Your weapon ranked skill is equal to your expertise score's modifier, and your weapon’s rank determines the amount of damage you do, which a target’s defense subtracts from. You may need to use Resolve to reroll an attack check to attempt to pass the check.
  If a player picks up a higher rank weapon than they are able to use, they can still only roll equal to their Weapon Ranked Skill, but they do benefit from the extra damage from that particular weapon type's rank. As a trade-off, the PC cannot benefit from any advantage to wielding their weapon while using the weapon in this state.   More information about how ranked skills work mechanically can be found on the on the Attributes and Weapon Ranked Skill guides.  

Rolling for Evasion Checks

 
A player uses a number of dice equal to their Armor Ranked Skillnot their armor’s rank—to evade an incoming attack. Your armor ranked skill is equal to your fitness score's modifier, and your armor’s rank determines your defense, which subtracts from incoming damage. You may need to use Resolve to reroll an evasion check to attempt to pass the check.
  If a player wears a higher rank armor than they are able to use, they can still only roll equal to their Armor Ranked Skill to evade incoming attacks, but do benefit from the extra defense. As a trade-off, the PC cannot benefit from any advantage from wearing their armor while using the armor in this state.   More information about how ranked skills work mechanically can be found on the on the Attributes and Weapon Ranked Skill guides.  

Contesting checks

 
The NPC's die roll for a skill--determined by their proficiency and modifier, sets the number of die the player character must roll; the outcome of the NPC's roll--determined by the Variable of Success, specifies what outcome the player must go beyond to win the contesting check. Note, if the player meet's the NPC's outcome, this is treated as though there is no clear and distinct winner. Your skill's modifier (determined by the correlating score) determines how many dice you have access to roll for free, but if and only if you are proficient. You may need to use Resolve to have enough dice to roll pass the check.
  A contesting check is like a skill check. However, when the player character's will conflicts and needs to be better than another NPC's will, a contesting check is made. As such, a contesting check is made by two separate but involved parties. The winner of the contesting check is determined by the higher valued roll. If there is a tie, nothing happens to either party.   Contesting rolls can of course be done with the same skill. However, some specific skills have a direct contrast to another skill; a GM may make a exception for special cases and rule which skill contests another in their case. Below is a list of one skill that contests with another different skill:   Click to Expand
  • Gut: cannot be contested; gut does not paint a full, detailed picture, even on a Crit Pass.
  • Influence: can be contested with Empathy, Knowledge, Leadership, or Etiquette, depending on the situation.
  • Pretend: can be contested with Empathy, Knowledge, and Spine.
  • Leadership: can be contested with Empathy, Knowledge, and Spine
  • Empathy: can be contested by Pretend and Influence.
  • Knowledge: can be contested by itself and Interface, depending on the situation.
  • Interface: can be contested with Pretend or Influence.
  • Etiquette: can be contested with Empathy, Spine, and Knowledge.
  • Mercantile: can be contested with Knowledge and Interface.
  • Aid: cannot be contested with a skill. Unwilling target makes a Physical Save.
  • Perception: can be contested using Sneak.
  • Force: can only be contested with itself.
  • Agility: can only be contested with itself.
  • Sleight: contested by Perception and Spine.
  • Sneak: contested with Perception.
 

Save Checks

 
Roll 1d10, add your bonuses--if any, determine if you are affected by an advantage or a disadvantage, and consult the Variable of Successes. This determined whether you succeed or fail. You may use your Resolve to reroll.
  A Save Check uses only one die, 1d10, but has a bonus linked to their choice of character races. Here, success is determined strictly by the rolled amount, plus any bonus. The value is then compared to the Variables of Success--as seen further below, which dictate the success of the roll.  

Instruction Check

 
Your instructor's skill proficiency (when learning a skill) or their Luck modifier (when learning an ability) is subtracted from a value of 6. This determines the number of dice needed for the check. Use your Resolve to meet the required number of dice needed to roll for the check. If failed or succeed, you may not try this again until the next rest.
  For an Instruction Check, one player is trying to learn a skill or an ability from either another player or NPC. The ease a player character has learning a new skill or proficiency is determined by their teacher. Note, a player must make three cumulatively successful attempt to learn either the new skill or ability. If the player character tries to learn something new, they abandon their previous successes.  

Teaching a Skill

For skills, the teacher must be proficient in a skill to teach it; If proficient, the teacher looks at the skill's correlating modifier, and gives this number of dice to their student to roll for their instruction check. On a pass or higher they can mark one of the successes. With three cumulative successes (regardless of their instructor), they gain the skill.

Teaching an Ability

For abilities, the teacher must know and have the ability equipped to teach it; If so, the teacher rolls a d10 to use and demonstrate their ability. This determines if the student rolls with any kinf of check modification. On a crit pass, the student rolls with double advantage, on a pass--advantage, on a half-pass--they roll normally, on a fail--disadvantage, and on a crit fail--double disadvantage. The student must then make their own roll with this modification to their own roll. On a pass or higher they gain a success.
 

Advantage and Disadvantage

As mentioned earlier, Both Advantage and Disadvantage modify the Variables of Success. In brief, Advantage gives a boon to players, while disadvantage give a penalty. Advantage and Disadvantage can stack and affect each other, and, on a scale, would look like this:  
Auto-Pass ↔ Double Advantage ↔ Advantage ↔ Normal Roll ↔ Disadvantage ↔ Double Disadvantage ↔ Auto-Fail
  Both Players and GMs have ways to modify die rolls: GMs may rule that certain situations or circumstances may give a player advantage or disadvantage; As well, players have access to the help action and other abilities which can impart advantage or disadvantage on various targets. All of these game mechanics function to alter how the Variables of Success can be interpreted.   Note, when determining if a player character has advantage or disadvantage on die rolls, remember that advantage and disadvantage can stack, but they can also affect each other. First, determine what effects are in play, total the amount of advantage or disadvantage on affecting your player character, see where on the scale this falls, roll your die, and then determine your outcome accordingly.    

Advantage

  Advantage always benefits the recipient and grants a boon that shifts luck in their favor. Any who receive advantage must take it and use it. Players and NPCs alike can benefit from advantage in a multitude of ways. If an ally gives the help action, if an ally is on the opposite side of a creature as their friend to flank--these impart advantage. If multiple advantages occur, advantage can stack--here meaning increase in benefit. Advantage stacks up to three times, from advantage to double advantage to auto-pass.   For those more mathematically oriented, think of each advantage as a +1. Rolling normally here equals zero, and each advantage is an additional bonus. In this case, however, any instance of disadvantage acts as a -1, and can detract from any advantages received.  

Advantage

 
Critical Failure Failure Pass Pass Critical
Pass
0 1, 2, 3 4, 5 6, 7, 8 9
"No, and..." "No" "Yes" "Yes" "Yes, and..."

Double Advantage

 
Critical Failure Pass Pass Pass Critical
Pass
0 1, 2, 3 4, 5 6, 7, 8 9
"No, and..." "Yes" "Yes" "Yes" "Yes, and..."
 

Auto-pass

  Auto-pass is gained when advantage stacks three times. When this occurs, no roll is made, even if a number of dice are called for. Instead, the recipient automatically passes the check--thus where this benefit gets its name. Please note, a recipient will never ever ever ever ever critically pass with this boon;   It is important for players to make note of this when coordinating how to give their friends advantage as, more often than not, a critical pass will often help the party more than a simple pass.  

Disadvantage

Disdvantage always penalizes the recipient and imposes a penalty that shifts luck in the favor of everyone but the recipient. Any who receive disadvantage must take it and use it. Players and NPCs alike can be harmed by disadvantage in a multitude of ways. If the ground shakes while a character swings their weapon, if they are distracted because a character uses this action against them--these impart advantage. If multiple disadvantages occur, disadvantage can stack--here meaning to increase in severity. Disadvantage stacks up to three times, from disadvantage to double disadvantage to auto-fail.   For those more mathematically oriented, think of each advantage as a -1. Rolling normally here equals zero, and each disadvantage is a negative. In this case, however, any instance of advantage acts as a +1, and can impart a slight boon that lessens the severity of any disadvantages received.  

Disadvantage

 
Critical Failure Failure Failure Pass Critical
Pass
0 1, 2, 3 4, 5 6, 7, 8 9
"No, and..." "No" "No" "Yes" "Yes, and..."

Double Disadvantage

 
Critical Failure Failure Failure Failure Critical
Pass
0 1, 2, 3 4, 5 6, 7, 8 9
"No, and..." "No" "No" "No" "Yes, and..."
 

Auto-fail

  Auto-fail is gained when disadvantage stacks three times. When this occurs, no roll is made, even if a number of dice are called for. Instead, the recipient automatically fails the check--thus where this benefit gets its name. Please note, a recipient will never ever ever ever ever critically fail with this boon.   It is important for players to make note of this when coordinating how to give other targets disadvantage as, more often than not, a critical fail from a target will often help the party more than a simple fail.


Cover image: Art Chimera by Madeline M

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