Completely re-formatted that section, adding examples and clear consequences for failures and pseudo-successes. Added a section on dice syntax --- When in a game that uses dice, you end up using dice syntax alot; which is as follows [b]XdY+(modifier) [/b] X = How many Dice Y= How many sides the dice have (modifier) = What you add. At the end of this post, you'll notice a character Named Iris Zelenki who is an Elvish Bard, we'll use her for our examples. If Iris were going to swing her sword at someone. What would she roll? Well, let's see. In the hider below, listed are different situations in which you'd be required to roll. The first one is "When trying to damage something in melee range, roll 2d6+STR." So that means, 2 Dice with 6 sides + Strength modifiers. Modifiers, are how much you add to the dice, which is based off of your Attribute score. Any score from 1-4 gives you a -2 Modifier 9-11 = -1 13-15 = +1 16 - 18 = +2 >19 = +3 Iris has a strength of 8, which means we subtract 1 frm her roll. So whenever tries to damage something within melee range, she rolls 2 dice, with 6 sides, minus 1. Or in dice syntax 2d6-1. After that, she would roll damage (her DMG is d6, meaning she always rolls 1d6+ whatever modifiers to her damage that might come up.) Keep Dice syntax in mind as you read WHEN you HAVE to roll. --- Now, you have your stats, you have your character, and you're writing your post, but when exactly are you supposed to roll? Well, I've written this bit up to explain when you absolutely have to roll, no if ands or buts. [hider= When to roll] [b]When trying to damage something in melee range...[/b] roll 2d6+STR [i]10+[/i] You deal your damage to the enemy, and you avoid their attack. (You can choose to take an extra 1d6 damage, but then you expose yourself to an attack) on a [i] 7-9[/i] You hit them but you also get hit, and will have to roll the enemies Damage Die [i] 1-6[/i] Roll the enemies Damage Die, you've been hurt. [b]When trying to damage something with a ranged weapon...[/b] roll 2d6+DEX [i]10+[/i] You have a clear shot deal your damage, (Roll your damage Die) [i]7-9[/i] You have to choose one of the following: Move to get the shot placing you in danger (your RPing make it up!) You have to take what you can get: -1d6 damage You have to take several shots, reducing your ammo by one [i]6-[/i] You miss, and have to subtract one ammo. [b]When you're trying to defy danger, or do something in the face of impending peril...[/b] roll 2d6+Whatever skill you're using to get out of it. [i]10+[/i] You succeed, [i]7-9[/i] you almost succeed but have to face "consequences" OOC Your GM will give you one of the following: a worse outcome, a hard bargain, or an ugly choice for you to make [i]1-6[/i] You fail to avoid danger, take the damage or whatever happens. Examples of using stats: By powering through, +Str, by dodging +DEX, by just shrugging it off +CON, with quick thinking +INT, through mental fortitude +WIS, or using charm and social grace +CHA. [i]Let's go back to Iris, Iris has just been informed by the GM, that a cannonball is coming straight for her. She has to decided the best way to avoid. She can Either Dodge it, try to shrug it off, or try to break it with her bear hands.[/i] [i]She's not very Strong, and isn't really built to take damage, so she decides to get out of the way. She has a Dexterity skill of 13 (+1) which means she rolls 2d6+1[/i] [i]The result, sadly is 8. She gets in touch with her GM, and explains the situation, he gives her a worse outcome. "Not only are you going to get hit by that cannonball, but it's going to explode and kill a puppy." This makes Iris sad.[/i] [b]When defending another player, thing, or place...[/b] roll 2d6+CON [i]10+[/i] you get 3 defense points, [i] 7-9[/i] you get 1. [i]6-[/i] you get 0 Spend these defense points 1 for 1 to do the following: Redirect an attack from the thing you defend to yourself, Halve the attack’s effect or damage, Open up the attacker to an ally giving that ally +1 to the next roll against the attacker, Deal damage to the attacker equal to your level [i]Iris decides, "NO! I won't let that puppy be harmed!" and decides to defend it, so with her CON of 12 (+0) she ends up just rolling 2d6. she gets an 8 and can decide to do one thing from the list above.[/i] [i]Instead of letting the puppy get hurt, she takes the full brunt of the damage, effecting taking twice the amount of damage.[/i] [b]When you're trying to consult your accumulated knowledge about something...[/b] roll 2d6+INT [i]10+[/i] Contact your GM OOC, They will tell you something interesting and useful about the subject relevant to your situation, [i]7-9[/i] they will only tell you something interesting (it's on you to make it useful) It's up to you to explain how you know this. [i]Iris tries to rack her brain to figure out why the hell random cannonballs are falling from the sky. so she rolls 2d6+0 and gets a 10. I tell her OOC she's in a tutorial, and bombs are an easy way to explain things.[/i] [i]ICly, she mentions how absurd it is for bombs to be falling from the sky, she realizes that the materialization of cannonballs were in her lessons as a Bard! She must be in a Tutorial! [/i] [b]When you close study a situation or person...[/b] roll 2d6+WIS [i]10+,[/i] ask the GM 3 questions from the list below. [i]7–9,[/i] ask 1. Either way, take +1 to any rolls when acting on the answers. [i]6- [/i]You get no questions What happened here recently? What is about to happen? What should I be on the lookout for? What here is useful or valuable to me? Who’s really in control here? What here is not what it appears to be? [i]Iris is sick and tired of being in a goddamn Tutorial, and she wants to learn more about the situation so she can get the hell out. She rolls 2d6+Wis and get's a 12 Which means she can get 3 questions![/i] [i]She makes an OOC post to her GM: [/i]'[i]What should I be on the lookout for?' 'Who's really in control?' [/i]'[i]What her is not what it seems?' The GM posts back to her, "The puppy is about to talk, he's also the one in control! He's also not what he appears to be!"[/i] [i]Iris posts ICly about how she notices the puppy is not really a puppy, and should just spit out what it has to say.[/i] [b]When you try to leverage something out of a pc using social skills...[/b] roll 2d6+CHA [i]10+[/i] They do what you ask if you first promise something important, (If you follow through on it or not is up to you!) [i]7-9+[/i] They will do what you ask but need some concrete assurance right now. [i]6-[/i] They flat out refuse. [i]At this point, the puppy turns into a Wizard, and cusses! Iris demands to be let out, and she rolls 2d6+2, but she only gets 7! The Wizard will help her, but only if she does something first. Iris groans and makes up a thing to do. She then says, "I'll help you kill an ogre!" and she points to the ogre.[/i] [i]She then mentions the ogre has been in the room the whole time.[/i] [b]When you work with someone else on a task...[/b] roll 2d6+ any Bonds you have with that person, (something your GM will give you that signifies your friendship / rivalry,) [i]10+[/i[ You can receive a +1 to a roll [i]9-7 [/i]You receive a +1 to a roll, but somehow it ends up harming (whether physically, mentally, or socially) the person you're working with (State before the roll EVERYONE you're working with that you have bonds with) [i]6-[/i] You receive no bonus, and the person gets harmed [i]The wizard Rushes the ogre, and swings his big flaming sword, rolling 2d6 plus his strength (-1), but he only gets 6, and so manages to get back handed by the ogre. Iris, in her post, decides to help the wizard, so first she rolls 2d6+1 (She mentions that her and the wizard are lifelong friends!) and gets 11. This means she can add +1 to her next roll![/i] [i]Then she takes aim with her bow, and rolls to shoot. That's 2d6+1 (and another +1 from the bond roll!). She gets a 12, and hits the bastard right between the eyes! Killing it in one shot. [/i][i] [/i][b]If you reach -10 health...[/b] roll 2d6, [i]10+[/i] you've cheated death, you're in a bad spot but you maange to stabilize / not die (your health is raised to 0) [i]7-9[/i] Death will offer you a baragin, take it and stabilize, or create a new character (your old one is dead) [i]6-[/i] You're just dead. [i]The wizard then offers to help her out. She agrees![/i] [i]He smashes her with a giant boulder, which does 28d1 damage, she's now at -10 hp. (She realizes the Wizard is a bit of a jerk.) [/i] [i]Iris briefly considers just letting herself die at this point, life is too hard what with the dickhead wizards, the non-puppy puppies, and constant heavy things being materialized to bludgeon her to death. Then she realizes that this might be her way out. If she survives this, maybe she'll be free of the terrible Tutorial Dungeon! She rolls 2d6 and gets 12 The rock is moved aside by the wizard, and she finds herself extremely battered, but alive. The wizard heals her broken bones and shows her to a door. She finally is able to leave.[/i][/hider]