Rolling the Dice
From RPGS surrounding the Labcats
Dice Pool
For Free
- You always get at least two dice: one (or three) for the Value involved in the conflict, and another (or three more) for the Relationship involved:
- If you're acting in accordance with the Value or Relationship, pick up a die for that Value.
- If you're challenging the Value, pick up three dice for that Value or Relationship. (If this is a Contest, that Drive is worth three dice for the rest of the Contest.) Also, remember to step back that Value or Relationship at the end of the Conflict. (Any d4 Trait that gets stepped back by being challenged is Shutdown until it's next stepped up or the next Tag Scene. See page 56 of The Watchtower Report, upper right.)
- If you've got an appropriate Ability or Distinction, get a die for that, too. (Only one for free.) Heritages count as Distinctions, but they're tougher to bring in on rolls; generally only on a roll that involves knowing, understanding, or being a representative of that Heritage.
- If your opponent has Stress of an appropriate type, get a die for that.
- If you're making use of your opponent's Limit, you get three dice of the type associated with that, too. (And if you win the Conflict, you can Shutdown your opponent's Ability for one Plot Point, or for free if you Stress them out.)
For Plot Points
- You can spend Plot Points to bring in the dice for more Abilities, Distinctions, Relationships, anybody's Stress.
- You can buy Useful Details for one Plot Point each. These give you a d6. The Useful Detail sticks around for the rest of the scene, and can be brought in (for free, I think) as relevant.
- When the Watchtower creates a Useful Detail, she can either use the standard d6, or pull a die of some other size out of the Trouble Pool (page 9, blue box at the top right).
Resources
- You call upon Resources (Locations and Extras) for free if they're on your sheet (and haven't been used up yet), or for one Plot Point each if they're not. These don't count as part of your dice pool, and if you bring in more than one Resource you roll each one separately. Mechanically, they work using the Aid system: roll the dice, and add the highest die to your result. Don't worry about dice that roll 1; they don't cause Complications.
Rolling the Dice
You can narrate your action before you roll or after, whichever feels more natural. (page 54)
- Roll the main dice pool, setting aside any dice that come up 1. These dice are duds, and don't add to your result. If you roll all 1s, you fail. Ouch.
- If a player is rolling, the Watchtower can give a Plot Point to make the die a Complication and add it to the Trouble Pool (page 9).
- If the Watchtower is rolling, the player she's rolling against can remove a die (of that size or smaller) from the Trouble Pool (page 8). The player does not have to spend a Plot Point to do this. (Cam Banks in a forum post)
- Roll any Resources that are helping you out separately. (These dice don't become Complications, even if they roll 1.)
- Add together the two highest dice from your main pool.
- Add any dice from Aid (Resources, other leads or Features who decide to help you out).
- And you can spend Plot Points to add more dice out of your main pool to your result.