Mechanics - Basic Rules - Rolling Dice
This is the specific roll procedure that we’re using, since there is such a range of procedures in the world of darkness system.
Fist Full of Dice
The storyteller will tell you what stats to use. Maneuvers help codify this by presenting the roll in square brackets. For example, [Strength + Brawl], or [Wits + Awareness].
Grab a pool of dice equal to the dots your character has in the relevant statistics.
Add dice to your pool for any bonuses.
Remove dice from your pool for any penalties.
If you are left with no dice in your pool then your character is (usually) unable to take the action at that moment. This happens even for maneuvers where no roll is needed. It’s how Successive Action Penalty stops characters from taking infinite Minor actions per turn.
Expend a Will (optional)
You can expend a Will (if you have any remaining) to add three dice to your pool.
You can only do this once per action.
You can actually do this before or after making your roll, up to the point when the storyteller starts detailing the results of your roll.
Roll ’em and read ’em
8s, 8s, and 10s are successes. Count how many you get.
1s cancel, and are canceled by successes, but only if the action uses a skill your character had no dots in, or if the maneuver was Risky. 10s are canceled first, then 9s and then 8s.
10s give you an extra dice to roll, as long as they weren’t cancelled by 1s. Roll all granted extra dice together.
1s on the extra dice cancel and are canceled by, successes, starting with any 10s from the extra dice, then just lowering the success count.
10s on the extra dice give you a extra dice to roll in another round of rolling (yes it can go on for ever if you are lucky enough).
At the end you should have either:
A number of successes,
A botch (no successes with 1s remaining).
Resistance decreases Success
If someone or thing contests your action they can make a roll of their own. Successes from their roll reduce the successes from yours.
Some actions are described by several rolls over a period of time, with successes accumulating.
The storyteller will usually say how many rolls the character gets and / or how many successes it needs to build up.
A botched roll usually derails the whole effort.
Contesting ongoing efforts is possible in some cases.
Storyteller describes results
After all the fuss is done the storyteller describes the results.
They may require a certain number of successes for the character to get full effect from their action.
Getting excessive numbers of successes may mean a fortuitous result (but not always, there are some things you can’t over skill).
Botching an action is usually bad, but not always. Some rolls, like Soaking damage, don’t suffer from botching.
Single botch (one remaining 1), is usually stuff like a gun jamming, dropping your weapon, stumbling into the path of the attack, etc.
Double botches are things like falls, car crashes, etc.
Try not to tripple botch, it forces the storyteller to get creative.
That’s pretty much it…