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When a character tries to do something risky or uncertain, the GM may ask for an Action Roll. This could be anything: leaping over a chasm, sneaking past a guard, or swinging a sword.


The Formula

An Action Roll is made by rolling a d20 and then adding the following bonuses:

Result = d20 + Attribute + Proficiency + Specialization

Attribute → The most relevant Derived Attribute.

  • Examples: Strength (climbing), Agility (balancing), Charisma (persuading)

Proficiency → Broad training in a general area.

  • Examples: Melee combat, Ranged combat, Acrobatics.

Specialization → Focused mastery of one narrow skill or weapon.

  • Examples: Swords, Bows, Jump.

Think of it like this:

  • Attribute = natural ability

  • Proficiency = broad practice

  • Specialization = sharp expertise


Difficulty

Every Action Roll is compared against a Difficulty Class (DC) set by the GM.

  • If your Result is equal to or higher than the DC → the action succeeds.

  • If it’s lower → the action fails.

Difficulty
DC
Example
Easy
6
Hiding in the woods at night
Medium
12
Leaping over two-meter chasm
Hard
18
Tracking in the rain
Challenging
24
Walking on a rope
Nearly Impossible
30
Climbing a smooth wall

Most everyday challenges fall between DC 6 – 18.
DC 24+ should feel epic — only possible for heroes at their peak.​

For groups who want more role-play, you can use the Rule of Three:

  • If your roll missed the DC by less than 3 → the action fails, but… something small still works in your favor.

    • Example: You fail to jump the gap, but you catch a ledge instead of falling outright.

  • If your roll beat the DC by more than 3 → the action succeeds, and… you gain an extra benefit.

    • Example: You pick the lock, and you do it silently without leaving any trace.

This turns a simple pass or fail into Yes, but… / Yes, and…, adding twists that keep the story alive.


Critical Roll

Sometimes the dice decide your fate in dramatic ways.

​Critical Success

  • Rolling a natural 20 on the d20 (before bonuses) is a Critical Success.

  • Roll an extra d6 and add it to your result.

  • This bonus represents a burst of luck, skill, or perfect timing.

Example: You leap the chasm, and you didn’t just clear it — you landed in style and are ready to act again quickly.

Critical Failure

  • Rolling a natural 1 on the d20 is a Critical Failure.

  • The roll automatically fails, no matter how high the bonuses.

  • The GM may add a complication to make the failure more dramatic.

Example: You try to persuade the guard, but instead of just refusing, he grows suspicious and calls for reinforcements.


Advantage & Disadvantage

Sometimes the situation gives a character an edge, or makes things harder. When that happens, the GM may apply Advantage or Disadvantage to an Action Roll.

Advantage

  • Advantage has a Level (1–5).

  • Roll that many additional d6. Take the highest result and add it to your d20 roll.

  • If you roll more than one 6, each additional 6 adds +1 more.

Examples

  • Level 2 Advantage → roll 2d6: 4 and 6 → highest is 6 → add +6.

  • Level 2 Advantage → roll 2d6: 6 and 6 → highest is 6, plus +1 for the extra six → add +7.

Disadvantage

  • Roll 1d6 and subtract the result from your d20 roll.

  • One Disadvantage reduces your Advantage by 1 Level. If you had no Advantage, roll 1d6 and subtract it as normal.

  • Two Disadvantages make the action impossible, regardless of Advantage

Example: Shooting through heavy fog applies Disadvantage. You roll 1d6 = 3, so you subtract 3 from your attack roll.

Created by Jan Tyszka

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