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Dice are the mainstay when figuring most things for combat and certain RP events. Below are the explanation of various dice rolls.

Naturals are rolls before any bonuses are added in. Modified is a roll with bonuses added in. Any consequences can be nulled with a skill or a weapon add-on/specialty.

Quests

Natural 1s are a self-hit. They cause 1/2 damage to the person attacking.

Natural 1, 2, and 3s automatically miss. In a certain situation, the GM may decide that because of proximity, the miss could possibly hit a friend during battle.

4-14, modified, counts as a miss.

15+, modified, counts as a hit.

A natural 20 will somtimes, at the GM's discretion, cause extra damage/events.

Duels

Natural 1s are a self-hit. They cause 1/2 damage to the person attacking.

Natural 1, 2, and 3s automatically miss. In a certain situation, the GM may decide that because of proximity, the miss could possibly hit a friend during battle.

4-14, modified, counts as a miss.

15+, modified, counts as a hit.

A natural 20 will negates ALL doding rolls. The only dodge considered successful would be another natural 20.

Non-Combat

It's all pretty much the same.

Natural 1 will never be successful, and generally brings with it something even worse happening than what was thought to happen.

Natural 2 and 3s are often left to GM discretion as to if they work or not.

A 4-14, modified, is a failed attempt at whatever the situation was.

A 15+, modified, is a success.

A natural 20 usually means a success, and you made it look good.

Sometimes a GM will decide not to use this system. A GM may decide that for one situation, a roll of 10+ may count as a success. However, the normal system is used most of the time.

A GM may also roll a d100, d500, d2, d4, d10, and anywhere inbetween as a 'chance' roll. These are to see what fate has in store for you.