aramis erak
Legend
Not quite.Cool. So there’s what critical failure, failure, success, critical success on one axis and a narrative “extra good thing” along with an “extra bad thing” along the other?
Many rolls have limited benefit from extra success symbols.
- Success and Fail symbols cancel each other; whichever is left is the determinant. If neither in the roll, it's a fail.
- Advantage and Threat cancel each other; whichever is left is the determinant of which. More is ALWAYS better on advantage, unless people are being lazy. Likewise, opponent threat is always more is better for you and worse for them
- Triumph (which is closest to a D&D critical hit) is a success and a Triumph result. Note that for almost all combat attacks, it literally can be spent to roll a critical hit. The success portion can be cancelled by fails or despairs, but the triumph symbol effect cannot be cancelled.
- Despair (which is closest to a D&D fumble) is a fail and a despair. The fail can be cancelled by triumph or success. The despair cannot.
- No symbols at all - a simple failure
- failures alone- usually a simple failure (in a very few cases the margin of failure matters)
- Success alone
- Advantage alone
- Threat Alone
- Success and Threat
- Success and Advantage
- Failure and Threat
- Failure and Advantage
- Success, Advantage, and despair
- Success, Advantage, and triumph
- Success, Advantage, triumph and despair
- Success, Threat, and despair
- Success, Threat, and triumph
- Success, Threat, triumph and despair
- Failure, Advantage, and despair
- Failure, Advantage, and triumph
- Failure, Advantage, triumph and despair
- Failure, Threat, and despair
- Failure, Threat, and triumph
- Failure, Threat, triumph and despair
Critical Hits are triggered by any of...
- success >=1 & hit drives wounds past threshold
- Success >= 1 and Advantage spend of the weapon's crit rating in Advantage
- success >= 1 & one triumph spend