D1001-core: Difference between revisions
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== Distinctions == | == 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: | 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 to be chosen | |||
*Give yourself -1 to the roll and gain a Conviction | |||
== Traits == | == 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: | 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: | ||
Revision as of 01:31, 23 January 2026
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: the GM decides exactly what happens 7-9: there is an okay outcome - you either attain a portion of your goal or you succeed but it happens at a cost 10+: full success, you do more or less what you described
- 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. The amount of progress made is based on the total of the Action Roll:
<6: no progress 7-9: one 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 to be chosen
- 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.