Rolling

When to Roll Dice

Dice aren’t always needed to achieve things, their should be a good balance between roleplaying & dice rolls for when players want to achieve things. When I am the Light Bringer I tend to not have NPCs roll for actions they make that are outside of combat, I have players roll when they are trying to do something they might not always succeed on.

The D20 is the die that gets used the most when you roll the D20 you are adding one of your skills, you get a modifier for each skill that is 1 tenth of your large skill number. For example someone wants to know what kind of plant that is, you get the player to roll a d20 + their medicine modifier. The other dies tend to be used when you deal damage.

Roll Checks

During a traditional game you will have to do roll checks, this means you will roll the d20, add the appropriate Skill Modifier and try to get over the roll check number determined by the GM. Many roll checks are made determined by the Light Bringer, Roll Averages help with that. Sometimes the roll is against another persons roll called opposing rolls, and sometimes its based on another persons set save.

Hidden Changes

Say there was something hidden in a room and it's under the bed at a 12 Dice Check. To reward roleplay if instead of just rolling Perception, you say "My character looks under the bed reaching their hand under to feel for anything." The dice check might lower. The lowering is done by the GM and they don’t tell the player how much it lowered by or even if it did. This is an award that doesn't always need to be used but is good to encourage roleplay no matter what the Skill is!

This can also be added to Combat to lower enemy PAC LAC or MAC. Say you have a Fire champion they use the explosion power, move towards the enemy then attack with their weapon. This creativity and strategy to attack might lower the opponent's PAC when they go to use their weapon.

Group Rolls & Helping

Sometimes you will be in situations where you have the group roll for stuff together or they might try to all do the same thing. For Skill rolls it helps to let only one person do the roll, and let the other players Help! Players help by adding half their Diplomacy Modifier or the Modifier of that specific skill to the roll. So for example instead of everyone rolling to look around the room, the character with highest Perception will roll, the other characters who have good Perception will add half their Modifier to the roll, and the players who might have bad Perception but a bit in Diplomacy will add that to the roll. 

Rolling with help can only be done between all players that are together and working on the same thing at the same time. Some rolls can’t be helped and are up to the Lightbringer. 

Some group rolls you rather instead have the person who is worse at the Skill roll, the other players are still able to help them. For example stealth if the group is all together the worst person at hiding will get everyone caught.

Picking
& Hacking

Within the world of God Marked people will have things locked or protected with magic. These interactions act a bit differently then your normal roll check, counting on the complexity of the lock or the runes you want to hack will determine how many successes you need. You will roll that many d4s when you roll a four it counts as success. If it’s picking a lock you can reroll as many d4s has your stealth modifier and if it’s hacking a rune you can reroll has many d4s as your arcana modifier. Still let your players roll a D20 before doing so to see if they get a Crit!

To Hack a rune you must be within the place the rune has been written. 

When you first start you roll as many of the die that is required to hack/pick any that weren’t success you can then reroll you can only reroll as many dies equal to your modifier to hack/pick. To start a hack/pick is an action and to reroll is an action this is also an activity you may focus on. 

Others can help with this action allowing them to do rerolls equal to half their modifier they help with unless they have the helper perk.

Crits

When you roll a natural 20, meaning you get a 20 on the die, when it’s a skill roll if you get above a 10 you get to add a +1 to your large number on that skill and if it’s another 20 you get to add +2 to the large number of that skill.

In Combat Crits work different you still do what’s above but that second number determines what kind of crit it would be.

1 No Effect

2-5 Max Damage. You deal the max damage of all your die added together.

6-10 Second Roll. You roll all your damage die twice adding them together

11-16 Double Damage. You double the damage of what you’ve rolled

17-19 Double Max Damage. You deal double the amount of what your max damage would be.

20 Triple Maximum Damage. You deal triple the amount of what your max damage would be

When you roll a 1 on your attack roll in combat you fail the attack all together making it the other teams turn.

Bonuses
& Penalties

Throughout you will see abilities mention Bonuses & Penalties there are different kinds listed below on what they mean.

Bonus:  +2
Bonus+: +5
Penalty: -2
Penalty+: -5