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Dice rolls: Difference between revisions

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== Skill Rolls ==
== Skill Rolls ==
<blockquote>See also: [[Skills]], [[Stealth mechanics|Perception vs Stealth]]</blockquote>Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. The [[Difficulty class|DC]] of an opposed action will generally be determined by a skill roll or saving throw of the defender. For unopposed rolls, refer to this chart for a basic guideline.
<blockquote>See also: [[Skills]], [[Stealth mechanics|Perception vs Stealth]], [[Difficulty class|Difficulty Class]]</blockquote>Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. The [[Difficulty class|DC]] of an opposed action will generally be determined by a skill roll or saving throw of the defender. For unopposed rolls, refer to this chart for a basic guideline. In the case of a tie, success goes to the defender. 
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Revision as of 23:45, 10 September 2024

Attribute Rolls

See also: Attributes

Attribute rolls represent the unrefined physical or mental capabilities of a character. Generally, attribute rolls are used for unskilled or non-proficient checks for an action. Attribute based saving throws are not used on Outlands, see below for more information.

Skill Rolls

See also: Skills, Perception vs Stealth, Difficulty Class

Skill rolls represent the trained capabilities of a character. Skill rolls are used for any opposed action - by both the offender and defender. They can also be used for unopposed actions. The DC of an opposed action will generally be determined by a skill roll or saving throw of the defender. For unopposed rolls, refer to this chart for a basic guideline. In the case of a tie, success goes to the defender.

Difficulty Classes
Task Difficulty DC
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

Saving Throws

See also: Saving Throws

Saving Throws are dice that are rolled to defend against magic spells or special circumstances such as traps or opposing skill checks. Outlands implements this system in a manner similar to 3.5E Dungeons and Dragons. Saving throws are automatically used in RPR combat, and can be used in general RP as needed.

To roll a saving throw in general RP, check your RPR character sheet for the corresponding saving throw and roll 1d20 and add the number of that save. For example: 4 Fortitude would be a 1d20+4.

Social Rolls

Social  rolls should not be expected to be equivalent to mind control or telepathy. You are not required to roll deception for every lie, and a persuasion or intimidate roll doesn’t bind you to obeying the person making it. These rolls indicate how well someone presents an argument, how intimidating they may be, or whether they seem to have some sort of tell. They’re not meant to replace the effect of actual dialogue and investigation in roleplay.

Dice Rolls and PVP

See also: PVP Rules

When making RP die rolls that affect another character by taking actions of which that character is aware (such as attempting to restrain them), that character may initiate PVP in response to that die roll rather than making the countering roll. At this point RP is paused and the intent proceeds as usual. If an RPR spell is being cast outside of PVP, it must first be emoted, allowing time to interrupt it with PVP.

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