Jul 11, 2019 1:11 am
From the free quickstart.
Dice Rolling (because every iteration of World of Darkness does this just a little different)
Generally, your Dice Pool is a number of d10s numbering the sum of your dots in the relevant Attribute and Ability
Difficulty Examples
3 Trivial (hopping a creek)
4 Easy (cooking a meal)
5 Straightforward (changing the oil in your car)
6 Standard (punching someone in the face)
7 Challenging (comprehending a book by Crowley)
8 Difficult (Playing through "2112" on your guitar)
9 Extreme (sealing a multimillion-dollar business deal with reluctant partners involved)
Degrees of Success
One success Marginal (finding a helpful TV Tropes entry)
Two Successes Moderate (getting someone’s cellphone number)
Three Successes Complete (delighting your new playmate with a fresh-cooked breakfast)
Four Successes Exceptional (selling five books to someone who’d come looking for one)
Five or More Successes Phenomenal (writing the 500,000-word anniversary edition of a series you helped create 20 years ago)
Botching and the "Rule of One"
Game-wise, every 1 you roll takes away one success on your dice. Call this "the rule of one." If your 1s cancel out all your successes, then you fail. If you roll three successes, then roll three 1s, you’re left right where you were before. Assuming that you rolled even one success, even after the 1s cancel out all your successes, then your character simply fails.
But if you don’t roll any successes, and you roll a 1, then you botch. If you roll several 1s, and no successes, then you botch in a big way. A single botch might prove embarrassing, while a three-1s botch could prove fatal.
Spending Willpower
In game terms, you can spend a point of your character’s Willpower trait to get one automatic success even under stressful conditions. Though you can spend only one point of Willpower per turn – but several during an extended action – you can avoid botching and give your character a better chance at success.
Specialties
If your roll involves a skill or attribute for which you have a specialty that applies to the situation, each rolled 10 count as 2 successes rather than 1 success.
Dice Rolling (because every iteration of World of Darkness does this just a little different)
Generally, your Dice Pool is a number of d10s numbering the sum of your dots in the relevant Attribute and Ability
Difficulty Examples
3 Trivial (hopping a creek)
4 Easy (cooking a meal)
5 Straightforward (changing the oil in your car)
6 Standard (punching someone in the face)
7 Challenging (comprehending a book by Crowley)
8 Difficult (Playing through "2112" on your guitar)
9 Extreme (sealing a multimillion-dollar business deal with reluctant partners involved)
Degrees of Success
One success Marginal (finding a helpful TV Tropes entry)
Two Successes Moderate (getting someone’s cellphone number)
Three Successes Complete (delighting your new playmate with a fresh-cooked breakfast)
Four Successes Exceptional (selling five books to someone who’d come looking for one)
Five or More Successes Phenomenal (writing the 500,000-word anniversary edition of a series you helped create 20 years ago)
Botching and the "Rule of One"
Game-wise, every 1 you roll takes away one success on your dice. Call this "the rule of one." If your 1s cancel out all your successes, then you fail. If you roll three successes, then roll three 1s, you’re left right where you were before. Assuming that you rolled even one success, even after the 1s cancel out all your successes, then your character simply fails.
But if you don’t roll any successes, and you roll a 1, then you botch. If you roll several 1s, and no successes, then you botch in a big way. A single botch might prove embarrassing, while a three-1s botch could prove fatal.
Spending Willpower
In game terms, you can spend a point of your character’s Willpower trait to get one automatic success even under stressful conditions. Though you can spend only one point of Willpower per turn – but several during an extended action – you can avoid botching and give your character a better chance at success.
Specialties
If your roll involves a skill or attribute for which you have a specialty that applies to the situation, each rolled 10 count as 2 successes rather than 1 success.