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3E Core Rules

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How the Dice Rules Work
Most actions allow for a Critical Success or Critical Failure when you roll the highest or lowest Natural numbers on a die. For example, the highest and lowest Natural numbers on a d20 are 20 and 1, respectively. Therefore, if the attempt at a task requires a high d20 roll and you roll a Natural 20, your character has not only succeeded at the task, but he or she has achieved a Critical Success, which should allow for some additional benefit to the situation. Conversely, with the same example, if you roll a Natural 1 when a high d20 number is needed for success, your character has not only failed at the task, but he or she has achieved a Critical Failure, and most likely, your character will gain some additional consequence to the situation above and beyond failing the task. With the Rac's approval, tasks that require successful rolls to be under a target difficulty number, such as Attribute rolls (d12), may allow for rolls of 1 to be considered a Critical Success, and 12 to be a Critical Failure. The Rac may elect to discard this rule for Attribute rolls because you will roll 1's and 12' more frequently. Therefore, there will be too many tragic failures and dramatic successes for more minor task attempts. The consequences and benefits that result from Critical Failures and Critical Successes can vary greatly depending on the Rac, the story, and the situation of a character. It may be something as insignificant as an additional delay in time from dropping something or as serious as having the character slip and plunge to his or her death from a high place. |