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savage:trait_rolls [2024/04/04 03:10] – created lwelyksavage:trait_rolls [2024/04/22 16:57] (current) – lwelyk
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 +====== Trait Rolls ======
 +To make a skill or attribute check, you simply roll the die assigned to it. If the result is a 4 or better (the [[Target Number]] or TN) you succeed. For instance, if your Smarts is a d6, you roll a d6 and succeed on a 4 or better. 
  
 +{{page>wild die}}
 +===== Modifiers =====
 +While it is fun to say that every roll you are trying to get a 4 or higher, there are modifiers to rolls. Typically these range from -4 to +4. If you're tracking someone in a muddy field, you'd likely get a +2 bonus to your roll due to how easy following tracks would be. If you're tracking someone on a rocky mountain during a thunderstorm, you'd probably get a -4 to your roll.
 +
 +{{page>aces}}
 +
 +===== Raises =====
 +Sometimes you need to know how successful a Trait roll was. Every 4 points over the Target Number is called a "raise". If you need a 4 to shoot someone and you roll an 11, you succeed with one raise. 
 +
 +A single raise always provides some sort of additional effect, such as bonus damage or a benefit the GM defines.
 +
 +===== Opposed Rolls =====
 +Sometimes you need to roll against an opponent's roll.
 +
 +An arm wrestling contest would be two Strength rolls, while sneaking up on someone would be a [[Stealth]] roll vs a [[Notice]] roll, etc.
 +
 +The one who initiated the action requiring the opposed roll always goes first, rolling and getting their full result (including spending any [[Bennies]]), and must get at least a basic success (TN 4) or they fail. The defender then rolls next and must meet or exceed the first result or the attacker wins.
 +
 +The loser's total is used to determine any raises.
 +
 +===== Critical Failures =====
 +When a [[Wild Card]] rolls a 1 on both their Trait die and [[Wild Die]], a critical failure occurs. This means their attempt automatically fails and something bad happens — a weapon is dropped, an attack causes friendly fire, a vehicle crashes, etc.
 +
 +You cannot reroll critical failures, even with [[Bennies]].
 +
 +If you have an ability that has you roll multiple dice such as the [[edges:Frenzy]] Edge or firing a weapon with a [[Rate of Fire]] higher than 1, more than half the die results need to be a natural 1 for a critical failure to apply. One of which must be the Wild Die for [[Wild Card]]s.
 +
 +===== Unskilled Attempts =====
 +If you don't have a skill for an action you attempt, roll a d4 and subtract 2 from the total.
 +
 +===== Rerolls =====
 +Some [[Edges:start]] or abilities allow a character to reroll. To do so, roll all the dice again and get a new total. You can keep your first roll if the new result is worse (unless you get a critical failure).
 +
 +You can reroll any number of times as long as you have the means to do so.
 +
 +<datatables>
 +
 +^ Column A ^ Column B ^ Column C ^
 +| Row A1   | Row B1   | Row C1   |
 +| Row A2   | Row B2   | Row C2   |
 +| Row A2   | Row B2   | Row C3   |
 +</datatables>