Rolling
Rolling in Runic Flux usually
follows the same rules no matter what the situation. Consequently, this gamebook won’t explain how to roll every time
rolling dice is necessary. It’s
important, then, that you understand this section so you can pay attention to
more important and fun things later on.
Rolling Skills
Dice rolling in Runic Flux is meant
to be very simple, so you don’t have to put too much thought into it, but also random
enough to account for the ridiculous luck (good or bad) that some characters
have. For this reason, your character’s
base stats are measured with simple numbers from 1 to 10, and each specific
skill your character can learn will be between Level 1 and Level 4.
When
using a skill in a certain situation requires rolling, follow this procedure:
1. Take one red six-sided die, and add to it a
number of dice equal to the level of your skill. Roll them all and add it up.
2. Find out what base stat that
skill relies on, and add that stat to the total.
3. Listen to the GM to see if you rolled high enough
to succeed in your attempt. This will
either be a set number, or you will be competing against another character to
see who’s roll is highest.
You may be wondering what’s up with
the additional red die. That die is the
Wild Die, and it is an important part of rolling. Actually, it doesn’t have to be red, as long as you can tell it
apart from the other dice.
The Wild Die
Every once in awhile, out of pure
chance, something extraordinarily good happens against all odds — or, something
you thought was infallible goes wrong when you least expect it. That’s where the wild die comes in. Whenever you roll dice for an action, you
should add an additional Wild Die to the roll.
If the wild die comes up as a 6,
you’ll get a additional bonus after you’ve added up the roll. At that time, roll the wild die again. Add the new wild die roll to the total as
well This represents a “Critical
Success” that ends up being much more successful than you might have
anticipated. In fact, if you roll
repeated sixes on the wild die, you get to keep re-rolling and adding until you
stop getting sixes!
On the other hand, if the wild die
comes up as a 1, then you get no points for the wild die roll at all this
round. In addition, you must roll the
wild die again and subtract the roll
from your total. This is called a
“Botch” and represents a big fluke by the character.
If
you roll a 1 or a 6 on a Botch reroll, however, just subtract it from the total
like any other number; don’t roll again.
Similarly,
if you get a 1 on a Critical Success reroll, it’s just like any other number;
the Critical Success doesn’t suddenly become a botch.
Because of the way difficulty levels
work, scoring a Critical Success or screwing up with a Botch doesn’t
necessarily mean the character immediately succeeds or fails, but it does mean
that something unexpected happens. A
character could hit an enemy with a force three times as strong as anyone
thought she was capable of, only to be thrown across the room as the end
result!
Difficulties
Here are some guidelines for how the
GM should measure difficulties in the game.
There are five levels of difficulty, and each one has numbers for the difficulty
of the roll. However, when a player
wants to know about how hard something seems, a simple description like the
ones below would be in order, i.e. “It looks pretty easy,” rather than spouting
actual numbers.
Description Trivial (rolling optional) Easy Moderate Challenging Difficult Extremely Difficult |
Difficulty Number 5 and under 6 - 10 11 - 15 16 - 20 21 - 25 26 and up |
Role-playing Without
Rolling:
At some points in the game you may just
be tired of rolling and want to move on to get to the good stuff. Especially if there isn’t a character
opposing someone’s roll, the GM may opt to give a player immediate success in
some cases.
The easiest way to do this is to
give a character free success whenever they attempt an ability that they
learned one skill level ago. For
instance, A character with Lift ‘n’ Toss
at Level 2 would be able to throw fist-sized rocks without rolling dice,
because he learned that ability when he reached Level 1 (see the Skill List to
illustrate this example).
When a player’s roll is opposed by
another character, but the player character’s skill level is so high that the
action couldn’t reasonably go wrong, the GM might go ahead and skip the roll as
a freebie. Don’t be too nice, though;
role-playing isn’t about instant gratification either!
Measuring Difficulties by
Levels:
You’ll see that some of the actions
you can use a skill for are listed next to the Skill Level descriptions in the
Skill List. If you’d rather measure
difficulties according to how the dice usually come up at each Skill Level, use
this table instead.
Difficulty Level Level 0 Level 1 Level 2 Level 3 Level 4 |
Difficulty Number
(average) 6 11 15 20 24 |