>>>A vast majority of the rolls you make with be a simple
two-dice plus/minus modifiers roll vs. a Difficulty Number set by the GM. The dice rolled are determined by a combination of
Attribute+Attribute and which attributes are chosen depends on the action taken.
>>>The dice involved are d6, d8, d10 & d12. The type of die rolled correspond to the ones chosen for a particular Attribute chosen during character creation.
Attack Rolls:
>>>One of the more common types of rolls made, an
Attack Roll helps determine the outcome of a particular round of Combat. Different weapons and different attack styles require different combinations of dice. A Sword may call for [Dex]+[Might], a Bow may call for [Dex]+[Dex], an attack spell like Flare Arrow may call for [INS]+[Will]. When you make an Attack Roll (also called a Magic Attack Roll for Spells) you roll one die of each Attribute called for. Add or subtract modifiers from the total after the two dice are rolled.
Example:
'Stumpy' makes an Attack Roll against a Gnoll. He is armed with a sword and it calls for [Dex]+[Might]. Looking at his character sheet, 'Stumpy' has a d8 in Dex and a d10 in Might. The Attack Roll for him is d8+d10. He also has a bonus from a buff that his teammate cast on him that gives him a +2 to his Attack Roll.
>>>Putting the formula ( d8+d10+2 ) into the die roller, he gets a 4 & a 6. The Die Roller calculates the total as 12 (4+6+2).
>>>The resulting number is matched against a target's
Defense or
Magic Defense Score to see if it hit. Exceeding the Defense Score results in a damaging hit; a tie or lower results in no damage to the target.
Damage Roll:
>>> Somewhat misleading as there is no additional roll involved, this determines damage the target takes depending on one of the dice rolled during the Attack Roll + modifiers.
>>>Two terms that apply to Damage Rolls are
[HR] and
[LR]. [HR] refers to the 'High Roll'; the higher of the two numbers rolled during the Attack Roll.
]LR] refers to the lower of the two numbers rolled during the Attack Roll. [HR] is used most often to calculate damage in a regular attack; [LR] is often used when some damage of an attack is sacrificed for an additional effect (as called for by some Class Abilities.)
Example:
>>> Continuing with Stumpy's attack, his roll of 12 was higher than the Gnoll's Defense of 10. A hit! To determine how much damage Stumpy inflicted he looks at the description of his Sword. It does [HR]+8.
Stumpy's [HR] from the roll was 6; he did 14 damage!
>>>As a follow-up, his teammate, Miranda, cast Flare Arrow and rolled a 2 & a 10 on her Magic Attack Roll. Succeeding as well, she consults the description of Flare Arrow and it does [HR]+15 🔥 damage. The damage she caused would be 25 fire-type damage! ([HR]10+15)
Criticals:
>>>A Critical occurs when both dice rolled show the same numbers. E.g: a pair of 6s, 7s or 8s on a roll using a d8 & a d10; 8 being the maximum possible on the d8, pairs of 9s, 10s, 11s & 12s are possible if you roll dice that size.. Rolling a Critical gives the player the option of choosing an
opportunity from the following list:
>>>Other options may be suggested by the player & negotiated with the GM.
Fumble:
>>>A
Fumble results when both die in a roll come up 1s. Fumbles may not be rerolled or altered. Whatever attempt was made by the roll fails; in Combat an opponent may choose an option from the same chart the player chooses from when resulting a Critical.
>>>Additionally, the player rolling the Fumble gains one
Fabula Point. Failure often teaches us lesson we did not know we needed.
Die Size:
>>>Some Abilities give bonuses based on 'Die Size'. This refers to the highest possible number that can be rolled on the indicated Attribute die. A d6 has a 'die size' of 6, a d10 has a 'due size' of 10, etc.