DICE ROLLS


Dice Roll Notation

FormatMeaningExample
XdY + ZRoll X dice with Y sides, add together, then apply modifier Z3d6 + 2 = roll 3 six-sided dice and add 2

Natural Rolls

Roll TypeResult
Natural 1 (d20)Automatic failure (may cause mishap)
Natural 20 (d20)Automatic success (may grant bonus effect)

Advantage / Disadvantage

TypeRule
AdvantageRoll 2 dice, keep the higher result
DisadvantageRoll 2 dice, keep the lower result

Critical Rolls

Roll TypeEffect
Critical SuccessMaximum value rolled (ex: 20 on d20) grants extra damage or narrative bonus
Critical FailureMinimum value rolled (ex: 1 on d20) may cause mishap or penalty

Combat Rolls

Roll TypeRule
Attack RollRoll d20 + modifiers vs target Defense/AC
Damage RollRoll weapon’s damage dice + bonuses (ex: 1d8 + STR)
Saving ThrowDefender rolls d20 + stat vs attacker’s DC

Skill & Ability Rolls

Roll TypeRule
Skill/Ability RollRoll d20 AGAINST your desired stat
Good pass pass with 2 or more under stat roll
Barely Passpass with -2 to zero of stat roll
Failurefail above stat roll

Optional / Flavor Rules

RuleDescription
Exploding DiceWhen maximum value is rolled, roll again and add result
FumblesNatural 1 causes narrative mishap or equipment failure
Margin of SuccessHigher rolls above DC = stronger or more favorable outcome


Communication Rolls (2d6 System)

Roll TotalOutcome
2–4Critical Failure – conversation collapses, offense taken, or severe setback
5–6Failure – message misinterpreted or rejected
7–8Mixed Result – partial success, but with a complication or condition
9–10Success – intent understood, reasonable cooperation
11–12Critical Success – exceptional persuasion, strong trust, or complete agreement

Communication Roll Modifiers

Modifier TypeExample
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

SituationBase RollModifiers
Convince guard to let you pass2d6+2 Charisma, -1 hostile guard
Negotiate trade deal2d6+1 Charisma, +2 favorable goods
Calm panicked villager2d6+3 Presence, -2 chaos of environment


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