Vladim Posted April 23, 2023 Clone Share Posted April 23, 2023 Some of the basics just to get the hang of it... Roll when: There is a chance for failure (duh), and at least one of the following is true: There is danger. If the Player-hero does not risk anything by failing, do not roll. Or, if... ...the action aims to obtain information that is not immediately available. Or, if... ...the action aims to influence one or more uncooperative NPCs. If what the heroes ask of the Loremaster characters matches their own motives, do not roll. Special success table: Spend 6s to... ...cancel another PC's failure. ...score additional successes (if more than 1 are needed). ...gain insight about something not necessarily related to the task at hand. ...go quietly, without attracting attention. ...widen influence, so that additional NPCs are affected. ...make haste, completing the task in about half the normal time. ...build advantage, gaining (1d) on your next roll. Risk levels (p. 131): Standard: A failed roll results in simple failure or success with Woe. Hazardous: A failed roll results in failure with Woe (= serious negative event that can be dealt with). Foolish: A failed roll results in failure with Disaster (= grievous negative event that cannot be prevented). If unsure, roll on the Telling Table, making Standard likely. On a no, make it Hazardous. On an eye, make it Foolish. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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