We use \dc{N} to denote an N-sided die. The dice commonly used in this game are: \dc4, \dc6, \dc8, \dc10, \dc12, \dc20 and \dc100. If we want to say, ``roll X dice and add their results together,'' we denote that with X\dc{N}. For example, to say, ``roll two eight-sided dice and add the results'', we write 2\dc{8}.
We use \dc{N} to denote an N-sided die. The dice commonly used in this game are: \dc4, \dc6, \dc8, \dc10, \dc12, \dc20 and \dc100. If we want to say, ``roll X dice and add their results together,'' we denote that with X\dc{N}. For example, to say, ``roll two eight-sided dice and add the results'', we write 2\dc{8}.
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\section*{\dc{12}}
\section*{\dc{12}}
The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome.
The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome.
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\subsection*{Rolling 1 or 12}
When rolling for a test, rolls of 1 or 12 has special meaning: they provide double the successes/failures. Rolling 1 gives two failures and rolling 12 gives two successes.
When rolling for a test, rolls of 1 or 12 have special meaning: they provide double the successes/failures. Rolling 1 gives two failures and rolling 12 gives two successes.
\subsection*{Margin of Success}
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\subsubsection*{Opposed Test}
Sometimes, an action taken by a player is opposed by an action or a reaction by their enemy (or possibly another player).
The circumstances of the test determine the \stat{DT} for both participants. Commonly, the \stat{DT}s are independent, and the winner is whoever gets more successes.
If one participant in the test is clearly trying to achieve something, for instance, using an ability, they must attain a margin of 0 or more, or they automatically fail the test.
If both participants are equally involved -- having an arm wrestling competition, a game of chess, etc. -- negative margins can be successful if the opponent rolls an ever lower one.