[hider=Pinglist][@Paddiecake], [@Tenma Tendo], [@Fox of Spades], [@Burthstone], [@Haru Nyan], [@Duskshine749], [@Silverdawn], [@Orpheus], [@Moonlit Sonata], [@Solaris], [@Majoras End], [@Odin], [@Kore], [@FallenTrinity], [@Kronshi], [@HowlsofWinter], [@The ghost in black][/hider][center][h3] Rolling Ones[/h3][/center] [indent]In tabletop terms rolling a one is called a "critical failure". But what does that actually mean in our roleplay terms? Well, after the prologue, in situations with a [b]chance of death[/b] rolling a 1 means a fatality. But what does it mean if you're trying to convince an NPC, trying to learn some information from a book, scouting out an area or performing a mental calculation? (The guidelines below are for situations when a chance of death is not present, e.g. on a SAFE day at camp.)[/indent] [indent][indent]Physical skills rolling a 1 will likely result in injury, failing the skill spectacularly, or believing you have succeeded when you have actually failed (e.g. the house looks sound --> it falls down during the night). Social skills rolling a 1 will likely lead to the opposite and prevention of the desired result, e.g. deeply insulting someone. Again, you may genuinely believe you're doing great. Mental skills rolling a 1 will result in a totally incorrect conclusion. Creative skills rolling a 1 will result in failure to appropriately create or the creation of something negative. Perception skills rolling a 1 will resuly in totally incorrect information. Survival skills rolling a 1 will result in incorrect information or total failure.[/indent] With many of these skills, there is a possibility that you and your character will not know they have failed. So there is a 1 in 20 chance you have been given incorrect information or that something you have done is dangerous or malfunctioning.[/indent] [center][h3]Chance of Death[/h3][/center] [indent]Rolling a 1 indicative of a fatality is only possible in situations where danger is present. Bare in mind this roleplay leans sharply towards danger and survival, so this is often. There will be times you are safe from dying, but bear in mind just because your characters believe an area is safe doesn't mean it actually is. It's good advice for a player to be like Ignatus and think everything is fatal unless you're SURE you're safe. Sleeping out in the open is more dangerous then in a building, for example, if something isn't lurking in the shadows inside... [center][h3]Rolling a 20[/h3][/center] Rolling a 20 is called a critical success in tabletop terms. A "natural 20", aka when you have rolled a 20 without any skill or ability modifiers, is the best result you can possibly get. I won't talk too much on it since it's just all around good. When you a roll a 20, you succeed and then some. You go above and beyond what is required for the task and this means it ends far better then you could hope. The lumberjack fells several trees in the time it takes to fell one, the socialite wows the ball and is inundated by swooning fans, the lookout spies a single tear from the eye of a bearman miles out of sight in the mists. The mechanics creates a clockwork machine capable of life, the scholar unlocks the deepest mystery hidden in the thome, the scientist realises a natural law that could save everyone. You'll know when you roll a natural 20, because everything will be pretty darn awesome. [/indent] [center][h3]How bad/good is it?[/h3][/center] After rolling a critical success/failure there's one extra step which is rolling a d100 aka determining percentage. This determines whether what you just did is a spectacularly dangerous failure or a failure you can bounce back from. In terms of fatalities it's how utterly brutal your death is, and in terms of critical success it's whether you just did something awesome or borderline godlike.