ironclaw:mechanics_overview
This is an old revision of the document!
Back to Ironclaw
It's time to roll some dice in Ironclaw!
Host sets difficulty.
Standard difficulty is 3.
If this is an opposed roll, or if you’re suffering from a penalty, you won’t know the exact difficulty yet.
Can anyone assist?
Assistants make rolls of their own, at standard difficulty.
Each successful assist gives you a d8 bonus.
If an assist botches, the whole task is ruined; stop here!
Assemble dice pool.
A Trait die
All the dice for one of your Skills
Bonuses from Gifts, assists, etc.
The Host will suggest a Trait+Skill pair, but you can negotiate if you feel something else better fits your character’s approach!
Roll!
Dorfl example: !1d12;2d8;1d4
If the roll was opposed or had a randomized penalty, your opposition also rolls now. The highest number showing on those dice becomes your difficulty.
Did any of your dice come up 1? Do you have favor, such as a relevant Favorite Use of the Skill being rolled? Then you may re-roll one 1, now.
Read your highest dice.
Multiple dice exceeded the difficulty: success with additional benefits!
One die exceeded the difficulty: success!
No dice exceeded the difficulty, but one or more tied: can you claim some momentary advantage to tip the scales? If so, success. If not, the task produces a mixed, uncertain, or delayed result.
All dice fell under the difficulty: failure.
All dice came up 1: botch!
ironclaw/mechanics_overview.1583777316.txt.gz · Last modified: 2020/03/09 11:08 by sabrecat