Rolling

Dice are a fundamental part of deciding what happens in the game and how things transcribe. When a character wants to achieve something with a chance to fail or a range of possibilities, he must roll a dice to see how well he does or what occurs.

Rolls:
Different rolls have different names depending on the situation. All rolls are a 1d20 + the stat applied, but the different situations affect the modifiers to the rolls.

For combat rolls, see the Combat page.

Trait Check:
This roll describes if a character succeeds on an attempt at doing something with a chance of failure. The character is choosing to do this on his own will. Not as a reaction or as a defence.

An example would be if a character wants to leap over a wall to get to an escaping foe. There is a chance of failure that would lead to the foe getting away. For this, they would have to roll an Agi Acrobatics Check and beat a difficulty of say 10, due to the wall being of medium height.

Stat Saving Throw:
This roll describes if a character is able to defend against an incoming peril that can be avoided with this Stat. The character is doing this as a reaction and defence against this danger, and not as a thought out choice.

An example would be if a character is poisoned by noxious gasses, and his body needs to resist the ailment. There is a chance of failure that would lead to being poisoned. For this, they would have to roll a Vit Saving Throw and beat a difficulty of say 12, due to the poison being of decent strength.

Bonus(+X):
When a character has some sort of advantage in what he is about to do, he can gain Bonus(+X) to his roll, where X is the appropriate increase to the roll to be made. This can affect Attacks.

For example, if a character is going to roll a Int Nature Check to learn of a certain beast, and he has a book of creatures, he gains a Bonus(+4).

Penalty(-X):
The opposite of Bonus(+X), it is a reduction of X to a roll due to adverse or negative effects that hinder a characters capability to complete the task at hand. This can affect Attacks.

For example, a character is next to an explosion, and needs to roll an Agi Saving Throw, but his laces were tied together by the prankster Rogue, giving him a Penalty(-5).

Bonus(+X) 's and Penalty(-Y) 's add together, leaving a final result of Bonus(X-Y) or Penalty(X-Y) depending if the result of X-Y is positive or negative respectively. The final result is what counts to other effects like Rogue's Cheap Shot.