The Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master are not certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others. Each character is better at some things than he is at other things, granting him bonuses based on his skills and abilities.
Dice
Whenever a dice roll is required, the roll is noted as “d#,” with the “#” representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the “d.” For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). Most die rolls in the game use a d6 with a number of modifiers based on the character’s skills, his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. In Exile, the value of a die starts at zero. This means if you're using a regular six sided die numbered from one to six, rolling a 'one' on the die is counted as zero, and rolling a 'six' on the die is counted as 5.
Critical Effect
Whenever you roll a die, there is a chance for a critical effect, which means that your 'attempt' has had a much better or much worse effect than normal. Whenever a die lands on zero, this is a critical failure. Whenever a die lands on the highest value of that die, it is a critical success. Exile introduces an interesting mechanic for critical successes:
Whenever you make a critical success, you may choose to either 'add one' to the value of the roll, or you can 'press your luck.' When you press your luck, you take the die that critically succeeded, and reroll it and roll an additional die, potentially doubling, tripling, or even quadrupling your critical effects. For example, a player rolls a d6, and it lands on the highest possible number for that die. If they choose to press their luck, the reroll the die and add another die. If they're unlucky, they could lose their entire roll, or end up with a worse result than if they had simply taken it at face value. If they're lucky, they could end up rolling another critical, and take double the effect.
Advantage and Disadvantage
Certain conditions and abilities might provide something called advantage or disadvantage to your roll.
When something provides advantage, it means you can choose to reroll one of your dice, and take the new result if it's higher. You can have multiple advantages, allowing you to reroll multiple times. You cannot use your advantage to reroll a zero, however. For example: A player rolls 2d6, one lands on 0, and the other lands on 1. They use their advantage to reroll the 1, which then lands on a 4, improving their success. Advantage is especially when relying on critical effects.
When something provides disadvantage, it means you must reroll one of your dice, starting with the die with the highest result, and then take the new result if it is lower. Like advantage, you can have multiple disadvantages, each having cumulative effect. When you have both advantage and disadvantage, they counteract and cancel eachother out.
Loot
As your character goes on adventures, they earn cash, items, and experience. Gold can be used to purchase better equipment or make bribes, while items possess powerful abilities that may enhance your character or grant them new abilities that can be used to face challenges in unique ways. Experience is awarded for overcoming challenges and completing major story arcs. When your character has earned enough experience, he increases his character level by one, granting him new powers and abilities that allow him to take on even greater challenges.
Next Steps...
When you're ready, move on to creating a character.