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Tutorial #5: Rolls

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All rolls in Allies of Majesty follow the same format; roll 7 twelve-sided dice, or 7d12. This allows for each roll to tell a story just by reading the results.

Rolls in Allies of Majesty can be Strike Rolls, Resist Checks, or one of several other kinds of Check Rolls. No matter what kind of roll you are making, the numbers showing on each die are sorted in the same way. 

Each die has twelve sides with possible results of 1 through 12. 

In all cases, 1 through 3 are a negative result for the one making the roll.
4 through 8 are neutral results.
9 through 12 are positive results for the one making the roll. 

1 and 12 are each considered Epic results. 1 is an Epic negative result for the one making the roll and 12 is an Epic positive result for the one making the roll. A 12 has the bonus effect of counting as two positive results. Conversely, a 1 cancels the bonus effect of a single 12 if there is one to cancel.

When determining the results of a roll, each negative result cancels a single positive result and each negative Epic result cancels a single positive Epic result. 

In the roll displayed, the negative Epic result would cancel the positive Epic result. The remaining negative result would cancel one of the remaining positive results. 2 positive results would remain. 
In this next roll, the negative Epic result would cancel one of the positive Epic results. The remaining negative results would each cancel one of the remaining positive results. 1 positive result would remain.

Any unadjusted roll that contains two or more Epic results that are not canceled by an opposing Epic result is considered an Epic Roll.

After the dice are rolled, there might be Adjustments made to the results shown on the dice. How many Adjustments are made and who gets to make them is determined by comparing two opposing values.
Let’s use a Strike Roll as an example. 

In a Strike Roll the values being compared are the Striker’s Precision and the Defender’s Guard. If the Striker has more Precision than the Defender’s Guard, the Striker will get to make Adjustments to the dice. If the reverse is true and the Striker has less Precision than the Defender’s Guard, the Defender will get to make Adjustments to the dice.

Regardless of what kind of roll is being made and what values are being compared, the number of Adjustments made always follow the same pattern. A greater difference between the two compared values will progressively result in more Adjustments for the character who has the greater value. 

This is the pattern of these increasing Adjustments:

  • A difference of at least 1 will result in 1 Adjustment.
  • A difference of at least 3 will result in 2 Adjustments.
  • A difference of at least 6 will result in 3 Adjustments.
  • A difference of at least 10 will result in 4 Adjustments.

From this point forward, every additional 5 Difference will add 1 additional Adjustment.

So, a difference of at least 15 would result in 5 Adjustments, a difference of at least 20 would result in 6 Adjustments, and so on.

An Adjustment is changing the number displayed on a die up or down by one. If a player has multiple Adjustments, that player can adjust any dice. This could be different dice or the same die more than once. This roll as displayed would have two uncanceled positive results. 

If the person rolling had 3 Adjustments, the 11 could become a 12 adding an Epic result, the 8 could become a 9 adding a positive result, and the 1 could become a 2 no longer canceling one Epic result. The final adjusted roll would have 5 uncanceled positive results.

If instead the person being rolled against had 2 Adjustments, the 9 could be lowered to an 8 removing a positive result and the 4 could be lowered to a 3 adding a negative result. The final adjusted roll would have no uncanceled positive results.

It is important to remember that Epic Rolls are determined by the roll results before any of these Adjustments are made. When there is an Epic Roll, those Epic die results included in the roll, cannot be adjusted, but can still be counteracted by adjusting a die result to an opposing Epic result.

This concludes Tutorial #5: Rolls. In the next Tutorial we will cover Wear.