Nov 8, 2023 2:16 pm
Summary: When a player character does something dangerous, uncertain, or contested, use the dice to find out how well it goes. You’ll roll the dice and add one of your attributes modifiers plus your proficiency bonus (if applicable) to get a final result, then use that result to figure out what happens next.
1. DESCRIBE WHAT YOU WANT TO DO, AND HOW YOU DO IT
If the GM decides that it is risky or uncertain enough to warrant a roll, go to step 2. Otherwise, the GM will tell you what happens.
2. CHECK THE DIFFICULTY AND THE RELEVANT MODIFIERS
The GM will tell you the difficulty of your roll based on the following table:
This is called the Difficulty Class, or simply, the DC. The more difficult a task, the higher its DC. Sometimes, the GM can also increase or decrease the DC by 2 for a smaller bonus or complication.
If you put the DC as part of the reason in your roll (ex: Melee attack DC10), Gamersplane will automatically highlight the results.
The next part are the Dice Modifiers, or DM. Each task will be related to an attribute, that will give you a bonus or penalty to your test. It's usually obvious which attribute should be used, but when in doubt the GM has the final word.
Finally, a skill represents a specific aspect of an attribute score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. If a character has a skill bonus, they add it as part of the DM. On the other hand, if a character has no level in a skill, then they are untrained and, with the GM's permission to roll the dice, will suffer a –4 Dice Modifier when trying to use that skill.
If a character has a zero level in a skill, then they are competent in using that skill, but has little experience. They don't get any bonus when using it but at least he avoids the penalty for being untrained.
3. ROLL THE DICE!
Roll 1D20 and add the relevant DMs, if any.
Subtract the DC and use the total result to determine how successful you are, according to the following table:
If you put the DC as part of the reason (see example below), Gamersplane will highlight your results automaticaly.
4. SITUATIONAL ADVANTAGES & DISADVANTAGES
Side note: To do that, you roll 2D20H1 + ModifiersWhenever you have a situational advantage, you can roll 2 dice instead of 1 and keep the highest, adding your modifiers as usual.
Some examples of situations that confer Advantage are:
- Assistance from another player with a relevant skill
- Attacking from surprise.
- Using a particularly good tool for the job at hand.
Side note: To do that, you roll 2D20L1 + Modifiers.Disadvantages are also about rolling 2 dices and keeping only one, in much the same way as an Advantage. But with it, you must keep the lower.
Some examples of situations that confer Disadvantage are:
- Attempting to work in poor terrain, bad weather conditions or in the vacuum of space without training
- Not having a required and complex mental skill (ex: Doing a surgery without medical training. You really shouldn't risk that)
- Suffering from withdrawal
- If you’re drunk, concussed or mentally impaired
The GM has the final word, on a case-by-case basis, whether any in game actions or effects will confer Advantage or Disadvantages.
Notes
The Game Master never rolls the dice.
The players are the central figures here. It revolves around their actions and the daring choices they make. When an NPC launches an attack against a player, it's the player who must make the roll, determining whether they can evade, retaliate, or pursue an alternative course of action. Should a player sustain damage, it typically results from their own dice roll, which might lead to a complication or a missed opportunity.
Only Roll When It’s Interesting.
Avoid rolling the dice when a character's action falls within their routine capabilities or when failure would yield no compelling outcomes. Similarly, refrain from rolling for tasks that are outright impossible. Instead, aim for situations where success is feasible but challenging, striking that delicate balance.
Nothing Never Happens.
Rolling the dice invariably alters the narrative. In the event of a successful roll, the player character achieves their objective, propelling the story forward. Conversely, a complication or failure on the roll leads to an escalation of the situation, injecting more drama and complexity into the storyline.
Effect
For most situations, the only thing that needs to be
determined is whether or not the character succeeds. Often, though, it is important to know how well the character did – or how bad. To do this, consider the remaining number after you subtracted the DC. This margin of success (if positive) or failure (if negative) is the Effect, which can be used in combat to calculate damage.
Multitasking
A character can do multiple things at once, like firing his blaster pistol at the same time as flying an air raft. But to do so, each task receives +5 to its DM.
Opposed checks
If a player character is opposing a relevant NPC (one who has attributes and skills) the DC is 10 + Attribute modifier + Relevant Skill Level. For instance, to shoot a NPC with Dexterity 16 (+3) and Reflex 2 is a DC15 check. Assuming this same NPC has Ranged weapons-0, a PC’s check to avoid being shot is Reflex DC13.
Player vs Player (PvP) checks
If a player character is opposing another player character, the GM chooses the results, based on their skills, narrative considerations and what is best for the adventure. No need to roll anything. The dice is not used in these, supposedly rare, situations.
1. DESCRIBE WHAT YOU WANT TO DO, AND HOW YOU DO IT
If the GM decides that it is risky or uncertain enough to warrant a roll, go to step 2. Otherwise, the GM will tell you what happens.
2. CHECK THE DIFFICULTY AND THE RELEVANT MODIFIERS
The GM will tell you the difficulty of your roll based on the following table:
Easy | 5 |
Routine | 10 |
Risky | 15 |
Difficult | 20 |
Very difficult | 25 |
Nearly impossible | 30 |
This is called the Difficulty Class, or simply, the DC. The more difficult a task, the higher its DC. Sometimes, the GM can also increase or decrease the DC by 2 for a smaller bonus or complication.
If you put the DC as part of the reason in your roll (ex: Melee attack DC10), Gamersplane will automatically highlight the results.
The next part are the Dice Modifiers, or DM. Each task will be related to an attribute, that will give you a bonus or penalty to your test. It's usually obvious which attribute should be used, but when in doubt the GM has the final word.
Finally, a skill represents a specific aspect of an attribute score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. If a character has a skill bonus, they add it as part of the DM. On the other hand, if a character has no level in a skill, then they are untrained and, with the GM's permission to roll the dice, will suffer a –4 Dice Modifier when trying to use that skill.
If a character has a zero level in a skill, then they are competent in using that skill, but has little experience. They don't get any bonus when using it but at least he avoids the penalty for being untrained.
3. ROLL THE DICE!
Roll 1D20 and add the relevant DMs, if any.
Subtract the DC and use the total result to determine how successful you are, according to the following table:
-5 or lower | Full Failure ❌⚠️ |
-1 to -4 | Failure ⚠️ (or Succeed but with a cost) |
0 or more | Success ✅ |
0 or more, with a natural 20 | Exceptional Success ✅✅ |
If you put the DC as part of the reason (see example below), Gamersplane will highlight your results automaticaly.
4. SITUATIONAL ADVANTAGES & DISADVANTAGES
Side note: To do that, you roll 2D20H1 + ModifiersWhenever you have a situational advantage, you can roll 2 dice instead of 1 and keep the highest, adding your modifiers as usual.
Some examples of situations that confer Advantage are:
- Assistance from another player with a relevant skill
- Attacking from surprise.
- Using a particularly good tool for the job at hand.
Side note: To do that, you roll 2D20L1 + Modifiers.Disadvantages are also about rolling 2 dices and keeping only one, in much the same way as an Advantage. But with it, you must keep the lower.
Some examples of situations that confer Disadvantage are:
- Attempting to work in poor terrain, bad weather conditions or in the vacuum of space without training
- Not having a required and complex mental skill (ex: Doing a surgery without medical training. You really shouldn't risk that)
- Suffering from withdrawal
- If you’re drunk, concussed or mentally impaired
The GM has the final word, on a case-by-case basis, whether any in game actions or effects will confer Advantage or Disadvantages.
Notes
The Game Master never rolls the dice.
The players are the central figures here. It revolves around their actions and the daring choices they make. When an NPC launches an attack against a player, it's the player who must make the roll, determining whether they can evade, retaliate, or pursue an alternative course of action. Should a player sustain damage, it typically results from their own dice roll, which might lead to a complication or a missed opportunity.
Only Roll When It’s Interesting.
Avoid rolling the dice when a character's action falls within their routine capabilities or when failure would yield no compelling outcomes. Similarly, refrain from rolling for tasks that are outright impossible. Instead, aim for situations where success is feasible but challenging, striking that delicate balance.
Nothing Never Happens.
Rolling the dice invariably alters the narrative. In the event of a successful roll, the player character achieves their objective, propelling the story forward. Conversely, a complication or failure on the roll leads to an escalation of the situation, injecting more drama and complexity into the storyline.
Effect
For most situations, the only thing that needs to be
determined is whether or not the character succeeds. Often, though, it is important to know how well the character did – or how bad. To do this, consider the remaining number after you subtracted the DC. This margin of success (if positive) or failure (if negative) is the Effect, which can be used in combat to calculate damage.
Multitasking
A character can do multiple things at once, like firing his blaster pistol at the same time as flying an air raft. But to do so, each task receives +5 to its DM.
Opposed checks
If a player character is opposing a relevant NPC (one who has attributes and skills) the DC is 10 + Attribute modifier + Relevant Skill Level. For instance, to shoot a NPC with Dexterity 16 (+3) and Reflex 2 is a DC15 check. Assuming this same NPC has Ranged weapons-0, a PC’s check to avoid being shot is Reflex DC13.
Player vs Player (PvP) checks
If a player character is opposing another player character, the GM chooses the results, based on their skills, narrative considerations and what is best for the adventure. No need to roll anything. The dice is not used in these, supposedly rare, situations.