When you play TinyD6, you attempt to accomplish tasks through a test. A test is made by rolling two six-sided dice (d6), called your dice pool. Tests are successful if you roll a 5 or a 6 on any of the dice rolled in your Dice Pool, unless otherwise noted by the Game Master.
It's that easy!
Tests
The core mechanic that runs Tiny Dungeon is called a Test, which is a roll of 2d6 from your Dice Pool.
• STANDARD: roll 2d6
• ADVANTAGE: roll 3d6
• DISADVANTAGE: roll 1d6
Save Tests
Save Tests occur when something undesirable happens to your character and are handled just like regular Tests unless otherwise noted by the rules or the Game Master, you roll 2d6 to resolve your Test. A 5 or 6 on any of the rolled dice represent a successful Save. A failed save will have effects as determined by the GM or the adventure.
Advantage
If a Trait, tool, or situation would grant you a bonus, you get advantage. This allows you to roll with 3d6, instead of 2d6!
Sources of advantage : Weapon mastery, Trade, Trait
Disadvantage
If you would be hindered or set-back, you have disadvantage. This forces you to roll with 1d6!
Sources of disadvantage : Evade, Attacking with a weapon you are not proficient, performing a test actions or topics foreign to your character
Note : Disadvantage trumps Advantage.
Initiative Tests
Adventurers will roll a standard 2d6 Test and add up the total of their rolls. Go highest to lowest. Each round, a character gets two actions.