\chapter{Dice} \section*{Notation} 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}. \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. \begin{multicols}{2} \subsection*{Difficulty Threshold} Whether a roll is a success or a failure depends on the Difficulty Threshold (DT) of the task. The DT is a value between 1 and 12, which determines which rolls are successes and which are failures. For any particular task, the DT is either set by the GR, or is computed from the opponent's stats. Rolls with results greater than the DT are counted as successes and the remaining rolls are failures. \subsection*{Rolling 1 or 12} 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} The difference between the number of successes and the number of failures on a roll is the Margin of Success. For basic tests, the size of the margin does not matter, as long as it is positive. For more complex situations, the GR can use the margin to determine the degree of success. In encounters, the margin is used for further rolls to determine the details of the result. \begin{boxnote} When playing with real dice, the margin can be determined by pairing success and failure dice and setting them aside (for 1 and 12, remove two of the opposite dice), and counting the remaining dice. \end{boxnote} \subsection*{Tests} Depending on the complexity of the task at hand, different types of tests can be used to determine the success. Broadly, the tests fall into two categories: basic and extended. Basic test are used for quick and simple obstacles, while extended tests are used for longer tasks, such as combat. \subsubsection*{Basic Test} A basic test is used for situation with a simple success/failure outcome. If it makes sense, the margin of success can be used to determine the details of the test. \begin{samepage} \begin{enumerate} \item GR specifies which stats are applicable \item Player assembles the dice pool \item GR sets or determines the DT \item Player rolls the dice and determines the margin of success \item GR interprets the result \end{enumerate} \end{samepage} \subsubsection*{Extended Test}\label{sec:extended_test} An extended test occurs during more complicated tasks; a common example is combat, or a negotiation. It represents an arduous task that requires time and concentration to complete. It differs from the basic test in that the pool starts with the initial size, then, after every roll, failures are removed, and new dice are added based on the relevant stat -- either \stat{con} or \stat{CHA}. \begin{samepage} \begin{enumerate} \item GR specifies which stats are applicable \item Player assembles the dice pool \item GR sets or determines the DT \label{en:start} \item Player rolls the dice and determines the margin of success \item GR interprets the result \item Player removes all dice that came up failures from the pool \item Player adds \stat{CON}/\stat{CHA} dice to the pool \item Repeat from \ref{en:start}. \end{enumerate} \end{samepage} \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. \end{multicols} \section*{Saving Throws} % GR set % 7+margin for magic