Rolling Dice
Rolling Dice
Dice Pools
Edge (1d6) + Skill / Language (0-3d6) + Advantage (0-2d6)
- You can only use one edge and one skill or language for a roll
- Advantage is situational bonuses (discuss with the firefly)
- If you have nothing to draw from, roll 1d6 and count triumph results as conflicts instead
Outcome
Pick the highest dice in the pool, that's the result.
| Result | Outcome |
|---|---|
| 6 | Triumph - Complete success with no drawbacks |
| 4, 5 | Conflict - Success, but at a cost |
| 1, 2, 3 | Disaster - Failure, introduces a narrative drawback |
Twists
- If you roll doubles, the roll also introduces a twist
- If you roll multiple doubles, it's still just a single twist
- A twist is an unexpected addition to the outcome — it doesn't replace the result, it adds to it
- Usually related to the action or situation that caused the roll
- Often beneficial, but doesn't have to be
- The roller doesn't decide the twist — anyone else at the table can suggest one, with the firefly having final say
- Twists must not:
- Invalidate or override the roll result (a disaster with a twist is still a disaster)
- Force a player to accept something about their own character they hadn't planned
Cut
- When rolling, the firefly might impose a cut of some number (realistically, 1-3)
- Difficulty - A task is harder than it might otherwise be
- Precision - E.g. in combat, aiming for a particular part of a creature
- Impact - Try to bump the impact up a class
- After rolling, remove the highest value rolls from the pool, before determining the result
- E.g., after rolling
1, 4, 5, 6, and cutting 2, the highest result is4, so the result is a Conflict - Rule of thumb: about a third of rolls should have a cut of some sort
Impact
- Low, normal, high, and massive - determined by how you approach a given action
| Impact | Effect |
|---|---|
| Low | Fewer boxes or downgraded power |
| Normal | Baseline — no special rules |
| High | +1 box marked or cleared |
| Massive | Mark every box |
Wildsea, page 40-42