How to Play

When the outcome’s uncertain, you roll dice.

Checks

Roll d20 + ability + Proficiency Bonus (PB) if it applies. Beat the Difficulty Class (DC) and you succeed. Fall short and something goes wrong—but never a dead end. Every roll should push the story forward.

Proficiency Bonus (PB): Your PB is +2 at levels 1–4, +3 at levels 5–8, and +4 at levels 9–12. Add it to attacks with proficient weapons, proficient saves, and checks where your class, background, or feats apply.


Saving Throws

When something nasty happens to you—a trap springs, a spell hits, the floor gives way—you make a saving throw. Roll d20 + ability (+ PB if you’ve got it). Beat the DC and you avoid or reduce the harm. Fail and it hits you full force.

Example: Poison gas fills the room. CON save to resist.


Difficulty Classes

DC Difficulty Example
8 Easy Climb a knotted rope
12 Normal Cross a narrow ledge
16 Hard Decipher ancient text
20 Extreme Leap a 30-ft chasm

Most checks are DC 12. The Referee sets the DC based on how hard the task actually is, and may adjust it for circumstances.


Contests

When you’re directly opposing someone—arm wrestling, grappling, a tug-of-war—both sides roll. Highest total wins. On a tie, nothing changes (or the Referee adds a small complication).


Group Checks

When the whole party attempts something together, everyone rolls. If at least half succeed, the group succeeds.


Edge and Setback

When circumstances favor you, you have Edge—add 1d6 to your roll.

When circumstances work against you, you have Setback—subtract 1d6 from your roll.

Edge and Setback can stack. Two sources of Edge means +2d6. One Edge and one Setback cancel out.


Boost Dice

Boost Dice are a personal resource you spend to enhance your actions. You start each session with half your PB (minimum 1) Boost Dice. They don’t carry over—use them or lose them.

Basic use: Spend 1 Boost Die to add 1d6 to any roll. Declare it before or after you roll.

Earning more: The Referee may award Boost Dice when you play up your hindrances (character flaws—see Hindrances), do something memorable, or make the game more fun.

Class abilities: Each class also has special ways to spend Boost Dice—see your class description for details.


General Principles

Specific beats general. If a feat, spell, or item contradicts a broader rule, the specific one wins.

Round down. Always. HP, XP, damage—if there’s a fraction, drop it.