D1001-core

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Almost anything a character does that has a chance of failure is decided by rolling 2d6 and comparing the result to a difficulty value

Types of Rolls

Action Roll

- *Simple* - used for most rolls. if total is:

   - <6: bad or unwanted things happen 
   - 7-9: there is an okay outcome 
   - 10+: full success

- *Extended* - used to advance progress bars/clocks for rolls that can't be resolved in one go. For extended action, there will need to be a certain amount of progress made to complete the task. Common tasks may require 4 or 6 units of progress to complete, where especially complicated ones may be up to 8 or even 12. The time between rolls, and therefore between making progress, is determined by the type of task being performed. Picking a lock may be only minutes between rolls during Crawling Turns, but formulating a new potion may take weeks between rolls during Downtime. <6: no progress, 7-9: 1 unit of progress, 10+: two units of progress

Reaction Roll

Used when success/fail is not granular enough. Uses a table of results to determine outcome > #### Social Reaction Table >| Roll | Monster Reaction| >| --- | --- | >| 2 or less | Hostile| >| 3-5| Unfriendly, suspicious| >| 6-8| Cautious, may consider offers| >| 9-11| Indifferent, ready to parley| >| 12 or more| Friendly|

Conflict Roll

For rolls that are strictly pass/fail, with no degrees of success. Attacks, damage, saves, etc. If the target is beat, the roll succeeds, otherwise the action is a failure

Chance Roll

A roll using a single die that usually doesn't have modifiers. A d3 roll to determine a value, rolling for initiative, etc

Roll Modifiers

Distinctions

Standard modifiers that the PCs can apply to Action Rolls when applicable. These act as a replacement for attributes, ability scores, backgrounds and racial skill bonuses. When a Distinction could apply to a roll, choose from the following options: - Gain a +1 to the roll. This option stacks, so if two Distinctions would apply, gain a +2 to the roll, etc - Remove all modifiers to the roll, both positive and negative. The Distinction must be directly applicable to the situation - Give yourself -1 to the roll and gain a Conviction

Traits

Positive or negative descriptions of character, scene, item, environment, etc. These can come from nearly any source, but just a regular description doesn't have a mechanical effects - just being big is not the same as being Big. The narrative weight of the description is what makes it a Trait. These grant a -1 or +1 to any Action roll in which they would apply and stack to a maximum of -3 or +3. Common sources include: - *Descriptions*: a Reinforced door, a Clumsy porter - *Skills*: Lockpicking, Stealth, Horsemanship - *Status Effects*: Burning, Bleeding, Deprived

Die Modifications

Most modifiers are just static bonuses, but many effects can introduce modifications to the die roll itself:

Edge
Roll an extra die and drop one of the roller's choice before determining the result. A roll can only benefit from one Edge no matter how many would apply
Boost
Roll an extra die and keep an extra die for the result. A roll can only benefit from one Boost no matter how many would apply
Raise
The same as a Boost, but can stack indefinitely, allowing for rolling and keeping 4, 5 or more dice for a single 2d6 roll
Setback
Roll an extra die and keep the least favorable before calculating the total. A roll can only be hindered by one Setback no matter how many would apply

Convicton

Conviction can be spent to increase a character's chance of success in the following ways: - Before rolling any dice, a point of Conviction can grant a player a Boost on any Action or Conflict roll - After rolling the dice, a point of Convinction can be spent to reroll all the dice used for an Action, Reaction or Conflict roll - A point of Conviction can be used to negate all Wound Penalties currently affecting a character for one turn - Additionally, many class abilities require a point of Conviction to be activated.

Gaining Conviction is most commonly done by using one of a character's Distinctions as penalty during an Action roll, but particularly interesting roleplay moments or clever choices may also reward Conviction by table fiat. The DM may also offer a point of Conviction to Compel a player to accept a worse outcome despite their roll, though this is always up to the player to accept or deny. A proper rest will also reset all characters' Conviction to one point regardless of their total, whether they had none or even the maximum when going into Downtime.