Chapter I: The Element of Chance
The world breaks everyone, and afterward, some are strong at the broken places.Unlike ordinary denizens of the world, you are a hero. The challenges you face will be steep and the perils you overcome will become the stuff of legend. To determine your fate on such deadly paths, you will need to leverage ability, luck, and natural strength.
QUICKLINKS
Attempts
Few things in adventure come easy. When you face a challenge that has negative consequences for failure, your DM will ask you to make an attempt. You make an attempt by rolling a d20 and comparing the result to your rank for the attempt on the Success Table.RANKS
Your rank represents how likely you are to succeed at an attempt. Each rank provides a different range of rolls to determine success. The worst rank is Doomed and the best is Godlike. When you are not proficient in an attempt, your rank is usually Untrained. If you are proficient in an attempt, your rank is usually Trained. Your ranks are provided by your class, race, and ability scores.SUCCESS LEVELS
You find the outcome of your attempt by rolling your d20 and comparing the result against your rank. This outcome is called the Success Level. The basics of each success level are defined below. Various races, classes, spells, and monster types may apply different meanings to each success level. For combat-specific success levels, see Combat in Chapter VII: Adventure!.Critical Success
• When you achieve critical success with a roll of 20, your DM may ask you to make a luck roll to achieve even more incredible fortune.
• If you roll a 20 and for some reason can't take advantage of your critical success, you can make the result a normal success and gain a fortune die instead.
Limited Success
• When you critically fail an attempt, your DM may ask you to make a luck roll to avoid even worse ill-fortune.
ADVANTAGE, RELIABILITY, AND RANK ADJUSTMENTS
In some situations, your attempt may be more or less likely to succeed. This could be due to assistance from an ally, the overwhelming force you are up against, a change in fortune, or the sheer audacity of what you're trying to accomplish. Such modifiers can impact your rank, the dice you roll, or adjust your success level.Advantage
For example, Jade crouches down to pick the lock on a manor door with her thieves’ tools. Though Andromedas is telling her she's doing it all wrong, she has a schematic of the lock inked on the back of her hand, giving her reliability on the attempt.
For example, Jade crouches down to pick the lock on a manor door. However, she finds the lock is badly rusted and unlikely to open even with a key, and she suffers disadvantage on the attempt.
WHEN YOU DON'T ATTEMPT THE ATTEMPT
Most of the time, you make the attempts for your hero. However, there are times when your DM will roll for you. When you don't know an attempt is being made against you or when knowing what you rolled could place your next decision at odds with the result, your DM will roll for you.An example of this is most knowledge checks. Knowledge checks determine things you know or can learn, such as insight, perception, and sense outsider attempts. Your DM rolls these checks for you and informs you of what you know so the actual die result won't impact whether or not you believe the information you're given.
The Success Table
Rank | Failure | Limited | Normal | Major | Critical |
---|---|---|---|---|---|
Godlike | - | 1-4 | 5-10 | 11-14 | 15+ |
Legendary | 1 | 2-5 | 6-11 | 12-15 | 16+ |
Epic | 1-2 | 3-6 | 7-12 | 13-16 | 17+ |
Master | 1-3 | 4-7 | 8-13 | 14-17 | 18+ |
Adept | 1-4 | 5-8 | 9-14 | 15-18 | 19+ |
Trained | 1-5 | 6-9 | 10-15 | 16-19 | 20 |
Novice | 1-6 | 7-10 | 11-16 | 17-19 | 20 |
Untrained | 1-7 | 8-11 | 12-17 | 18-19 | 20 |
Inept | 1-8 | 9-12 | 13-18 | 19 | 20 |
Hopeless | 1-9 | 10-13 | 14-19 | 20 | - |
Doomed | 1-10 | 11-14 | 15-20 | - | - |
Luck Rolls
Sometimes skill, knowledge, toughness, or insight don't matter and things just come down to luck. When the DM asks you to make a luck roll, roll d20 . If the result is 10 or higher, you're lucky. Otherwise, you aren't.
In example, when the serving boy bringing your freshly toasted slice of briarnut bread trips, it is wholly on luck as to whether it lands on the flagstones butter-side up or butter-side down.
If you roll a 20 on a luck roll and your DM rules there is no additional benefit for the maximum level of luckiness, you can treat the luck roll as a 10 and gain a Fortune Die instead.
In example, when the serving boy bringing your freshly toasted slice of briarnut bread trips, it is wholly on luck as to whether it lands on the flagstones butter-side up or butter-side down.
If you roll a 20 on a luck roll and your DM rules there is no additional benefit for the maximum level of luckiness, you can treat the luck roll as a 10 and gain a Fortune Die instead.
Ability Scores
While much of your heroism stems from hard work and experience, your mental fortitude or physical capacity is likely to be exceptional as well. You possess six ability scores which define your core attributes and help you resolve attempts outside of your proficiencies.Your ability scores also determine your eligibility for classes, how much weight you can carry, if conditions affect you, and other attempts. They will be tested throughout your adventuring career by friends, enemies, and even the environment.
STRENGTH
Strength represents bodily or muscular power and the ability to generate force. You add your Strength modifier to damage dealt with non-finesse weapons and use it to determine encumbrance, or how much weight you can carry. If you have an above- or below-average Strength you might excel at or be challenged byDEXTERITY
Dexterity represents physical nimbleness and accuracy. You add your Dexterity modifier to damage dealt with non-finesse weapons. If you have an above- or below-average Dexterity you might excel at or be challenged byCONSTITUTION
Constitution represents your bodily health and ability to endure discomfort. You add your Constitution modifier to your hit points at first level. If you have an above- or below-average Constitution you might excel at or be challenged byINTELLIGENCE
Intelligence represents your capacity for learning, reasoning, and understanding. You add your Intelligence modifier to your number of languages known. If you have an above- or below-average Intelligence you might excel at or be challenged byWISDOM
Wisdom represents your ability to perceive, understand others, and make good judgments. A positive Wisdom modifier makes you eligible for bonus Skills. If you have an above- or below-average Wisdom you might excel at or be challenged byCHARISMA
Charisma represents your strength of personality and ability to influence or project authority over others. You add your Charisma modifier to your level to determine your Renown. If you have an above- or below-average Intelligence you might excel at or be challenged byAbility Scores
Score | Modifier | Rank |
---|---|---|
1 | -5 | Doomed |
2-3 | -4 | Hopeless |
4-5 | -3 | Inept |
6-7 | -2 | Untrained |
8-9 | -1 | Novice |
10-11 | - | Trained |
12-13 | +1 | Trained |
14-15 | +2 | Adept |
16-17 | +3 | Adept |
18-19 | +4 | Master |
20-21 | +5 | Master |
22-23 | +6 | Epic |
24-25 | +7 | Epic |
26-27 | +8 | Legendary |
28-29 | +9 | Legendary |
30-31 | +10 | Godlike |
Generating Ability Scores
GENERATING ABILITY SCORES
Generating ability scores is a group activity. Each player contributes six-sided die rolls (d6) to the group’s scores, as defined in the Ability Score Generation table.Ability Score Generation
# of Players* | What Players Roll |
---|---|
1-2 | 2d6 for each ability, dropping the lowest result |
3-4 | 1d6 for each ability, dropping the lowest result |
5-6 | 4d6 for 1 ability, dropping the lowest result |
7+ | Split into 2 groups; each group generates 3 abilities |
*When there is an odd number of players, the DM rolls as if one |
ASSIGNING THE SCORES
After rolling your six scores, you assign them to an ability of your choice. Having your class in mind at this point can help guide the process as classes have ability score requirements. Additionally, your race usually provides modifications to your ability scores, though at 1st level no ability score can exceed 19, so keep this in mind when you make your decisions. Assigning ability scores can help develop your hero's personality. For example, how your Wisdom compares to your Intelligence can tell you if you are smart but foolhardy or the other way around.
USING YOUR ABILITIES
Your ability score provides your rank for skills and checks using it, as defined in the Ability Scores table. Most ability scores fall between 3 and 18, with 3 being obscenely poor, 18 being absolutely exceptional, and 10 being average for a humanoid. Non-humanoid creatures usually have ability scores that differ from these averages. For example, most animals possess an Intelligence score of 1, so a 2 would reflect an exceptionally intelligent animal, such as a dolphin or chimpanzee. Giants, on the other hand, are extraordinarily strong, so an 18 Strength would be weak.
Fortune Dice
As a hero, your best efforts never go to waste. When you roll a 20 on a meaningful roll, you can make the attempt a normal success and gain a fortune die. You can possess a maximum of two fortune dice.
Fortune dice can be spent to do one of four things:
Fortune dice can be spent to do one of four things:
- Get a hint for a puzzle, course of action, or the like.
- Get out of a social situation in an exciting or humorous fashion, such as having an awkward conversation with a city guard interrupted by bird poop striking his eye.
- Increase the value or providence of an object or item you find.
- Reroll an attempt or luck roll that did not result in a 1 until you are lucky or get a better success level, and make this change of fortune in a spectacular fashion.
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