Game Mechanics: Opposed Rolls and Tie Breaks
How to roll
In Rivers of Sartar, all rolls are opposed rolls, between contestants, each of which is using an ability. Each contestant simultaneously rolls a single D100 (the success D100), and zero or more D20s (the bonus D20).
The option of using different numbers of bonus D20 provides an additional dimension by which different situations may be handled in game:
- if a contestant has advantage, roll 2 bonus die; use the higher one.
- if a contestant has disadvantage, roll 2 bonus die; use the lower value.
- if a contestant has inspiration, roll 2 bonus die; use the higher value on a success, and the lower value on a failure
- if a contestant is inactive, they do not roll a bonus dice.
How to read the D100 success dice
The success D100 is rolled in the same way as RQ:G. So if both dice are 0, the result is 100.
Ability values over 96 are treated as 96, 150 or more as 97, and so forth, up to a maximum of 99% at 250%. This modified value is the effective ability.
Given that, a rolled value below or equal to the effective ability is counted as a succesful roll.
How to read the D20 bonus dice
On a successful roll:
- a roll of 20 or more is a critical, of value 3
- a roll of 17, 18 or 19 is a special success, of value 2.
- any other value is a normal success, of value 1.
On a failed roll:
- a roll of 1 is a fumble, of value -1
- any other roll is a normal failure, of value 0.
Every full 50 ability points over 100 lowers the value required to score a critical by 1 (so 19 at 150%, 18 at 200%, and so on).
Every 10 ability points over 100 lowers the value required to score a special success by 1 (so 16 at 110%, 17 at 120%, and so on).
Tie break mechanism
Normally, the contestant with the highest number of successes wins. Ties can be broken by looking at the D100 value rolled; the contestant with the highest value scores an extra success.
Edited by radmonger
trying to fix duplicate image
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