Rules

Action Roll

All content on this website contains current SRD verstion of Daggerheart! Some stuff is still not ported fully, but we are actively working on it!

Action Roll

In each scene, the GM and players go back and forth describing what happens. If you make a move where the outcome is in question, and the success or failure of that move is interesting to the story, your move is an action and the GM calls for an action roll to determine the outcome. However, if an action is either easy to pull off without complication or impossible to perform, there’s no need to roll—you already know the result!

When the GM (or your spell, attack, or ability) asks you to make an action roll, you’ll do so by rolling your Duality Dice. Each action roll follows four basic steps, which are summarized here and detailed in the “Action Rolls” section of the Daggerheart Core Rulebook:

Step 1: Pick a Character Trait.

The GM tells you which character trait best applies to the roll and sets a Difficulty for the roll (either openly or privately, at their discretion) based on the details of the scene.

Step 2: Add Extra Dice and Modifiers.

You decide if any Experiences or other modifiers also apply, and grab character tokens, advantage or disadvantage dice, and other dice as needed.

Step 3: Roll the Dice.

You roll your Duality Dice and any additional dice, then add up the result of the dice and the tokens. Tell the GM the total and which Duality Die rolled higher (“I got a 15 with Fear!”).

Step 4: Resolve the Situation.

You and the GM work together to resolve the outcome of your action.

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