Dice Rolling Rules

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Phoenix

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For Dice, we are introducing a standard table for rolling for how effective your actions are. Roll a d100 dice and apply to the scale below:

100: Critical success.

81-99: Rousing success. Everything goes better than expected

51-80: Success. Everything goes as planned

26-50: Barely a success. You succeed in your end goal but take some sort of negative in doing so

11-25: Moderate, fail with some moderate consequence

2-10: Major fail, fail with more serious consequence

1: Critical fail.

Note that a natural 1 is "critical fail", not necessarily instant mission failure - a natural 1 should be something that makes the rest of the thread harder but it depends on the attempted action exactly how much by. If a thread has a series of fail rolls, it is likely that's a mission fail or there are serious injuries.

Likewise, rolling a natural 100 is not instant mission success. However, a series of high success rolls may allow a mission to complete faster with bonus objectives met.

You cannot roll until you succeed. You cannot have your team keep rolling for success to negate a bad roll either.

You do not have to roll for every menial and pointless action in a thread.

You are not expected to roll a d100 to determine how many enemies are in your thread or the like - for those kinds of rolls, a lower numbered dice remains perfectly fine.

All plot completion threads will be required to have links to dice roll threads used for the plot - failure to do so will mean that the plot will not be considered completed until the links are supplied.

Use your own judgement but be aware that upon completion your dice rolls will be judged by the plot team and we can take action based on this, including:

Invalidating a thread's contribution to the plot (meaning you need to do a new thread to meet your plot objectives or risk failing the overall plot goal)

Removing IC rewards taken during the thread

Removing IC rewards from the completed plot
 
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Sreeya

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D20 Reference:

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