Player/GM duties
Player duties:
- Create a character invested in the events of the game and willing to take action;
- Pay attention to the game even when your character isn’t directly involved:
- Be familiar with the rules needed to handle your character’s primary abilities;
Bring some pizza, snacks, or drinks for the game;
- Have fun and make sure everyone at the table is comfortable and enjoying themselves.
GM duties:
- Describe a vibrant, living world;
- Challenge the heroes and put them under the spotlight;
- Be familiar with the rules of the game and apply them impartially;
- Make sure the PCs are free to forge their own path, without arbitrary constrictions;
- Have fun and make sure everyone at the table is comfortable and enjoying themselves.
Types of rolls
Four main types of rolls:
- Skill Rolls, when trying to accomplish a task of some kind using your own skills & capabilities
- Save Rolls, resist the nefarious effects of Spells, poisons, or other perils
- Attack Rolls, when assaulting another character with a weapon, an unarmed atack, or a Spell
- Spell Casting Rolls, when channeling mystical energy to cast a Spell
Unmodified Rolls refer to the numbers shown on the dice without applying a bonus or modifier.
Open-ended Roll: roll a d100. If the Unmodified Roll is 96-100, roll d100 again, adding the result to the initial roll (continue rolling and adding additional dice on 96-100). If the Unmodified Roll is 01-05, roll again and subtract the result from the initial roll (continuing rolling and subtracting additional dice on rolls of 96-100).
Skill Rolls
Skill Roll are used to resolve actions whose outcomes have a meaningful and interesting influence on the situation. Make an Open-Ended Roll, add your relevant Skill Bonus and any other modifiers, the consult the table.
Action Resolution Table (Skill Rolls)
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Roll
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Outcome
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Description
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4 or less
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Critical Failure
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TKTK
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