Chapter 1: Playing the Game
Dice
Dice are what you roll with! While you may be used to thinking of dice as little six-sided cubes, dice can come with many different numbers of sides!
What dice, with how many sides, you should roll with is indicated by a d followed by a number–a d6 is a six-sided die, a d20 is a 20-sided die.
The number of dice you should use is indicated by a number before the d–if you’re asked to roll 2d6, you’ll be rolling 2 six-sided dice.
If you’re told to increase or decrease a dice’s size, it means choosing a die with either more or less sides. Dice sizes are:
1d2<>1d4<>1d6<>1d8<>1d10<>1d12<>2d6<>3d4.
If you’re asked to roll a d%, roll either 2d10, treating one as the “ones” digit and one as the “tens” digit (two 0s would be 100), or 1d100.
Ability checks
When you make an
While all dice rolls are ability checks, it’s useful to have specific names for different kinds of ability checks to distinguish them:
Skill check -ability check made with a relevant talentAttack roll -ability check made to attack a creature with a spell or weapon, using+POWER for weapons (or optionally+FOCUS for precise weapons and+CUNNING for _agile weapons), and+SPELL for spell attacksSaving throw -ability check made with a provided ability to resist an effectFocus roll -ability check made with+FOCUS Cunning roll -ability check made with+CUNNING Power roll -ability check made with+POWER Luck roll -ability check made with+LUCK
You may also make a
Some ability checks will have a Difficulty Class (DC), which changes the minimum roll you need to score a weak hit. If you’re told to roll with advantage, roll 2d20 and use the higher result of either d20, disadvantage the same but you use the lower result. You can’t have multiple instances of advantage or disadvantage at the same time, and having both at once cancels each out.
If an effect happens at +1 step or -1 step, take the result you’ve rolled and either go up or down the result chart by one step. Unless otherwise specified, this cannot turn a strong hit or miss into a critical hit or critical miss.
Ongoing, Forward, and Hold
Throughout the game, techniques, spells, or feats may tell you to take