Mechanics Summary
What follows is a detailed description of the dice test mechanics. The exact steps are as follows:
- Figure your TN
- Grab d20s (1 + advantage / disadvantage)
- Grab your Skill Die (based on Rank)
- Grab your Domain Die (based on number applied)
- Increase your Skill Die or Domain Die by using Items.
- Roll the dice.
- Determine Pass or Fail (is it equal to or over your TN?)
- Determine Bonuses or Setbacks (are their dice showing 1s or their maximum values?)
1. Figure Your TN
Your TN is equal to 15 + your current number of trauma. Thus if you have 3 trauma, you will have a TN of 18 (15 base + 3 trauma = 18 total).2. Grab d20s
You always have a base d20. If the GM declares you have disadvantage, you will also have another d20.You may also use a resource, such as preparation, to grant yourself advantage. This means you’ll need an additional d20.
3. Skill Die
You will have a skill die based on your skill rank. If you have no rank in the skill, then there is no skill die.4. Domain Die
You will have a domain die based on any applicable domains. If none of your domains apply to the test, you will not have a domain die.5. Items
Items can increase your skill die or domain die. There must be a die present, and the die cannot be greater than a d12. Alternatively, you may use an item to apply to an outcome to increase the effect, such as dealing more damage in combat, or completing more progress on an extended task. However, you must choose to either apply the item to the skill die, domain die, or effect.6. Roll The Dice
With your base d20, advantage, disadvantage, skill, and domain, you can have up to 5 dice to roll at once.7. Pass or Fail
If you have advantage and / or disadvantage, determine which d20 will apply. Add your skill die and domain die to the d20.Hint: you do not need to do all of the math. Once you determine the roll meets or beats your TN you can stop. So if your TN is 15 and your applicable d20 is a 17, you succeed, and don’t have to do any math.
8. Bonuses and Setbacks
Whenever you gain the minimum or maximum value on any dice in a skill roll (including the extra d20s from advantage and disadvantage), you will gain a Setback or a Bonus, respectively. These create nuance within the outcome, and help to create a more interesting story.Bonuses
Whenever any dice you roll on a skill check result in their maximum value (ex. 20 on a d20 or 4 on a d4) your roll will gain a bonus. You can narrate the bonus to illustrate how a failure was softened or a success became mighty. Examples of bonuses may include steep discounts, bonus damage, or advantage next time you roll against the same target. Multiple bonuses do not stack.Setbacks
Whenever any dice you roll on a skill check result in the minimum value (ex. 1 on any die) your roll will gain a setback. The player to your right (not the GM) will narrate what bad thing happens to you. This will soften your successes or make your failures dismal. However, you and the narrating player will both gain 1XP.Examples of Setbacks may include increased costs, more damage taken, or disadvantage next time you roll against the same target. Multiple setbacks on a single roll do not stack.
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