DICE ROLLS
Dice Roll Notation
| Format | Meaning | Example |
|---|---|---|
| XdY + Z | Roll X dice with Y sides, add together, then apply modifier Z | 3d6 + 2 = roll 3 six-sided dice and add 2 |
Natural Rolls
| Roll Type | Result |
|---|---|
| Natural 1 (d20) | Automatic failure (may cause mishap) |
| Natural 20 (d20) | Automatic success (may grant bonus effect) |
Advantage / Disadvantage
| Type | Rule |
|---|---|
| Advantage | Roll 2 dice, keep the higher result |
| Disadvantage | Roll 2 dice, keep the lower result |
Critical Rolls
| Roll Type | Effect |
|---|---|
| Critical Success | Maximum value rolled (ex: 20 on d20) grants extra damage or narrative bonus |
| Critical Failure | Minimum value rolled (ex: 1 on d20) may cause mishap or penalty |
Combat Rolls
| Roll Type | Rule |
|---|---|
| Attack Roll | Roll d20 + modifiers vs target Defense/AC |
| Damage Roll | Roll weapon’s damage dice + bonuses (ex: 1d8 + STR) |
| Saving Throw | Defender rolls d20 + stat vs attacker’s DC |
Skill & Ability Rolls
| Roll Type | Rule |
|---|---|
| Skill/Ability Roll | Roll d20 AGAINST your desired stat |
| Good pass | pass with 2 or more under stat roll |
| Barely Pass | pass with -2 to zero of stat roll |
| Failure | fail above stat roll |
Optional / Flavor Rules
| Rule | Description |
|---|---|
| Exploding Dice | When maximum value is rolled, roll again and add result |
| Fumbles | Natural 1 causes narrative mishap or equipment failure |
| Margin of Success | Higher rolls above DC = stronger or more favorable outcome |
Communication Rolls (2d6 System)
| Roll Total | Outcome |
|---|---|
| 2–4 | Critical Failure – conversation collapses, offense taken, or severe setback |
| 5–6 | Failure – message misinterpreted or rejected |
| 7–8 | Mixed Result – partial success, but with a complication or condition |
| 9–10 | Success – intent understood, reasonable cooperation |
| 11–12 | Critical Success – exceptional persuasion, strong trust, or complete agreement |
Communication Roll Modifiers
| Modifier Type | Example |
|---|---|
| Charisma/Presence Bonus | -3 to +3 depending on character stat |
| Situation Modifier | -2 hostile mood, +2 friendly mood |
| Roleplay/Context Bonus | +2 if strong argument, -2 if rushed or incoherent |
Example Communication Scenarios
| Situation | Base Roll | Modifiers |
|---|---|---|
| Convince guard to let you pass | 2d6 | +2 Charisma, -1 hostile guard |
| Negotiate trade deal | 2d6 | +1 Charisma, +2 favorable goods |
| Calm panicked villager | 2d6 | +3 Presence, -2 chaos of environment |

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