Destiny Dice Rules

Destiny Dice uses a twelve-sided die (d12) for most situations requiring a roll of chance in the game.

When a roll is required, a Task is assigned by the Gamemaster.  If your roll matches or beats this Task, you are successful; if you roll lower than the Task, you are unsuccessful.  Tasks are set in increments of 3 points.  Sometimes, if your roll is high enough to accomplish a higher task than required, the results of your success will also be more impressive.  The Tasks in Destiny Dice are listed below:

 

Measured:  1  Some rolls yield results even on a very low roll, but improve measurably with each 3 point increase in your result.

Simple:  4    The easiest of tasks rarely fail, allowing even a casual amateur to succeed about 75% of the time.

Challenging:  7   Without skill or other modifiers, you have only a 50% chance to succeed at a Challenging Task.

Difficult:  10   An amateur has only a 25% chance to complete a Difficult Task.

Heroic:  13  Tasks of this level and higher can only be accomplished with great effort, skill, and luck.  An unmodified roll cannot succeed.

Epic:  16   Increasingly difficult Tasks represent highly improbable feats, like hitting a bullseye at extreme long range in archery.

Legendary:  19   Many factors can automatically raise the Task level by at least one rank of difficulty, like firing arrows in a gale.

Incredible:  22   Stuff like this generally falls into the category of things no one believes could be done until they see it happen.

Godly:  25  You would need a truly extraordinary set of modifiers and a perfect roll of the die to achieve this Task.

 

Most rolls in the game involve a Skill.  Skills are gained in level, from Novice (+1) to Journeyman (+2) to Adept (+3) to Master (+4), and add their level modifier onto the roll of the die.  If you don’t have ranking in the skill that applies to the roll, then you are considered an Amateur, and just roll the unmodified d12, hoping for beginner’s luck.

 

Attributes can often be used to increase a skill roll, but they require the character to exert a bit of extra effort.  Characters have three mental attributes (Guile, Perception, and Wisdom) and three physical attributes (Agility, Endurance, and Strength) which each have a modifier between +1 and +4.  When the Gamemaster calls for a roll and sets a Task, he will also specify what Skill and Attribute apply to the roll.  The Skill modifier is added to the roll by default.  The Attribute modifier is only applied after the die is rolled, and only if the player decides to spend a point of Clarity (for a mental trait) or Vigor (for a physical trait.)  Characters have limited resources of Clarity and Vigor, replenished by resting over time in the game.

 

An example:  a character named Arne wishes to use his bow to fire an arrow at a goblin.  The Gamemaster decides that the goblin is a Difficult target, being a small and quick creature at some distance from the archer, so the task to hit will be 10.  He also says that it is a roll of Archery and Perception.  Arne has a journeyman skill in Archery, so he adds +2 onto the roll.  He rolls a 6, which is modified up to an 8.  The player then declares that he will spend 1 point of Clarity to add his Perception bonus of +3, bringing the total to 11, which is enough to hit the goblin.

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