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Dice and Numbers :: Holy Lands RPG

HLRPG 3E HLRPG
HLRPG

What is a Natural Roll?

HLRPG 3E
 

Chapter Index

What is Holy Lands?

- Setting

- A Christian Game

- Religion

How to Play Holy Lands

- Step 2: Get a Character

- Step 3: Get Some Dice

- Step 4: Get Some Friends

- Step 5: Build a Lair

- Step 6: Kill Some Monsters

- Step 7: Get Some EXP

Raconteur

A Game of Character

- Your Character

- Playing a Character

Dice and Numbers

- Rolling the Dice

- Natural Rolls

- Critical Rolls

- Half Rolls

Rounds and Time

- Passing Time

Combat Overview

 

Download Print Version
3E Core Rules

How the Dice Rules Work

As you read through and play Holy Lands RPG, you will notice the term Natural when referring to dice rolls. Natural dice rolls are the unmodified numbers actually rolled on the face of the dice. Therefore, a Natural 18 means that the number rolled on the die, unmodified by any Bonuses or penalties, was the number 18.

On d20 rolls, Natural 1's are NEVER successful and Natural 20's are considered ALWAYS successful

With one rare exception, any time you roll a Natural 20 on a d20 for a normal task that the Rac determines to have a chance of success, the attempt is always successful, regardless of the difficulty of the task. The only exception being when two or more opponents tie rolling Natural 20's, in which case the tie always goes to the defender. Conversely, any time you roll a Natural 1 on a d20, the attempt is always unsuccessful.

The condition for any roll is that the task must be a normal task that the Rac approves as possible with a roll of the dice. Once approved, your character has a chance of either success or failure, and there is no higher or lower number your character can get to succeed or fail. Therefore, the highest possible roll requires success and the lowest possible roll requires failure. If the Rac determines that there is no chance of either success or failure, there is no need to roll – your character either accomplishes the task or it is impossible for your character and even rolling is futile.

This rule also applies to Attribute rolls (on a d12), where a Natural 12 always fails and a Natural 1 is always successful.

Not only are the best possible rolls always successful and the worst possible rolls never successful, they may allow for a further consequence or benefit. . .


"House Rules!"

Member-Contributed Notes on Dice and Numbers

Posted by john d. on Mon, Jun-15-2009 02:48PM

The Half roll is a realistic but fair addition to Holy Lands.

Posted by john d. on Mon, Jun-15-2009 02:47PM

I like that the Ability rolls in 3rd Edition are made against the standard Difficulty Factors instead of adding the +5, +10, +20 modifiers to the Ability score.

     

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Change Log [v 3.1.6]

21-Dec-2009

Improved an existing feature :: Holy Lands RPG

-Enabled Rac's who have completed previous lairs...

Bug fix :: Holy Lands RPG

-Fixed error that falsely caused defined Taverns...

20-Dec-2009

Bug fix :: Holy Lands RPG

-Enabled the Bard Character Class (thanks jcowel...

18-Dec-2009

Added new feature :: Holy Lands RPG

-Enabled downloadable version of current Core Ru...

14-Nov-2009

Improved an existing feature :: Holy Lands RPG

-Expanded and modified settlements and their sta...

Changed the function of a feature :: Holy Lands RPG

-Limited item/weapons/armor purchase to only cam...

Added new feature :: Holy Lands RPG

-Integrated images for common equipment items

 

HLRPG QuickSTATS

MEMBERSHIP

Members Logged In: 6

Total Members: 1064

First SignUp: May-2008

Latest SignUp: Sep-08-10


CHARACTERS

Total Created: 675

Average Level: 2

Highest Level: 12

Average EXP: 4,391

Highest EXP: 60,014


CAMPAIGNS

Total Created: 519

Raconteurs: 502

Playable NPC's: 181

Settlement Locations: 156

Playable Lairs: 16


 

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