D1001-core
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 outside of combat. Simply state what you are trying to do, determine any modifiers and add them to 2d6. 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
Upon meeting a strange NPC in risky circumstances, their initial feelings toward a player may be determined by a Reaction Roll of 2d6
| 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 number is met or exceeded, the roll succeeds, otherwise the action is a failure
A character with CRC of +2 attacks a character with 11 DEF. They grab 2d6 and roll, getting a 4 and a 3. Combining the two and adding the attacker's CRC value results in 9, which does not score a hit. There is no success at a cost or partial success possible, the attack simply misses and the combat continues
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
The most common modifiers to rolls are applying Traits and Distinctions, which are very similar and function mostly identically. The biggest difference is the freedom that PCs have in application of their personal Distinctions and the fact that Traits are generally just specific keywords whereas Distinctions are longer statements and have more broad applicability
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 regardless of the amount of Traits in the scene that would apply to the roll. 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.