The Once and Future King
“Unopposed” rolls are made directly against the pertinent statistic value after modifiers are applied. A 1d20 is rolled and the result is compared to the value.
- A roll equal or less than the value is counted as a success
- If the roll is equal to the modified value, then it is a critical success.
“Opposed” rolls are made against the character’s own stat value and the result rolled by their opponent. Because of this, an opposed roll can have a winner and a loser, two losers or be tied. To win an opposed roll, a success must be rolled against the player’s own stat value and that roll must also be higher than the opponent’s roll. In this case, the loser’s roll counts as a 0 regardless of the original number rolled.
Modifiers are applied to the statistic value and not the die roll. However, if the modified statistic is over 20, then the difference between the modfied value and 20 is applied to the die roll.
When the player rolls a critical success, it is counted as a result of 20. This guarantees either a win or tie during an opposed roll. There is usually a special benefit from achieving a critical success.
- A critical on a roll can add a special game effect to the result at their discretion.
- A critical with a weapon skill during combat will deal double damage.
- A critical can also, with gamemaster approval, grant an experience check on that skill during the winter phase.
If the modified stat value is less than 20, than a roll of 20 is considered a fumble. These produce a stroke of bad luck for the player determined by the GM.