Makin' Rolls
From Burning Wiki
Here are some modifiers and processes to use for making skill and ability rolls. These rules are applicable to almost all rolls you might make; this page on the Fight mechanics has specifics related to combat rolls.
Definitions
- Open-Ended Test (p. 18)
- A test where 6s rolled each introduce an additional die to try to generate another success. Examples include: Dwarven Arts, Elven Skill Songs, Sorcery, Steel, Faith, and Perception.
- Open Test (p. 28)
- Situation when the GM decides there is not a set obstacle and that the degree of success depends on number of successes rolled.
Roll Worksheet
- Declare your intent. Intent will be met based on level of success with the roll (see below).
- Define your task. Task defines which game mechanics apply to the meeting the intent.
- GM: Determine if intent requires a single roll or linked tests
- GM: Determine obstacle or that it's an open test
- Character has no required skill: 2x obstacle
- GM: Inform character of consquences of failure
- Apply any roll/obstacle modifiers
- Versus tests, when roll is black shade
- Target is gray shade: +2 Ob
- Target is white shade: +3 Ob
- Generally favorable conditions (not cumulative): +1D
- Per each disadvantage (cumulative): +1 Ob
- Work carefully (50% longer): +1D
- Wounded (cumulative; affect all but Emotional Attributes, Health, Mortal Wound, Circles, Resources)
- Superficial: +1 Ob
- Light: -1D
- Midi: -2D
- Severe: -3D
- Traumatic: -4D
- Wearing armor (pp. 185 - 186)
- If untrained, +1 Ob while wearing chain, +2 Ob wearing plate
- Penalties to Agility and Agility-based skills, Speed, Stealthy, Swimming, Perception
- Using Artha feats
- Use Persona to create a boon: +1D per point spent (up to three)
- Use Deeds to double exponent through divine inspiration
- Help
- Helper has exponent <= 4: +1D
- Helper has exponent >= 5: +2D
- Fields of Related Knowledge (FoRKs), with GM approval (not into Resource rolls)
- Skill exponent <= 6: +1D
- Skill exponent >= 7: +2D
- Traits: Use die traits (Dt) to change obstacle or add a die (or dice; see trait description)
- Linked (Wises work great here)
- Test before yours exceeded obstacle: +1D
- Test before yours failed: +1 Ob
- Following written instructions--make Research or Reading test against instruction's obstacle
- Success: +1D
- Failure: +1 Ob
- Versus tests, when roll is black shade
- Apply rules for specific tests
- Steel tests: p. 124
- Make the roll!
- Adjust Results
- Open-ended test: add another die for each 6
- Using Artha feats
- Use Fate to create luck and make a test open-ended (add another die for every 6 rolled).
- (Optional) Use Personal to create complications and partially undo a failed roll
- Use Deeds to generate saving grace to reroll all traiters
- Use Persona to gain focus on failures when working carefully--overcomes time complications
- Traits: Use call-on trait to reroll failed dice (once per session)
- Work quickly: each success applied reduces time by 10%
- Work patiently: each success adds additional quality to result
- Determine Final Results
- Intent is always met for obstacle-based tests, for open tests, intent is achieved to a degree based on successes rolled
- Ties to defender in versus test of aggression, otherwise a deadlock (call-on traits can swing results of ties)
- Determine Advancement
- Compare to the Obstacle vs Number of Dice Rolled chart to determine test rating (errata for the chart on p. 42)
- Routine: obstacle << dice rolled
- Difficult: obstacle ≈ dice rolled
- Challenging: obstacle > dice rolled
- Open tests are always routine
- Count toward dice total (make it harder to advance skills)
- Equipment bonuses
- Favorable conditions
- Working carefully
- FoRKs
- Helping
- Affiliations
- Reputations
- Don't count toward dice total (make it easier to succeed and still advance skills)
- Artha
- Additional dice from 6s in an open-ended test
- Determine, based on current exponent, whether an advance is earned (pp. 43 - 44)
- Helpers may also apply these rules to gain tests.
- You must pass a Perception, Resources, or Faith test to advance.
- Only one of a series of tests (Duel of Wits, Fight!) are counted for advancement
- Steel and Health advance as skills
- Compare to the Obstacle vs Number of Dice Rolled chart to determine test rating (errata for the chart on p. 42)
