Dice and Rolling

Dice, Dots, and You:

Exalted uses a d10 (Ten-Sided Dice) system. On each 10-sided dice, results 1-6 are considered “failures,” meaning they add no successes, 7-9 are “successes,” meaning they add 1 success to the result of a roll, 10s are “heroic successes,” adding 2 successes to the final result, and 1s are “botches,” treated as normal failures unless a roll accrues 0 successes.

Anatomy of a Roll:
  • A Call for Action: All rolls start either because a character must react to some sort of risk, or a player wishes to attempt a difficult action. Description is important—much of play will simply consist of the GM and Players describing how characters move through a scene, without a call for a roll.
  • Is a Roll Required? Rolls should only be required if success is uncertain, and if failure interesting. Every roll should move a scene forward somehow, opening new doors in success or failure. Rolls exist to resolve conflict.
  • Decide Dice Pool: If a roll is required, the Storyteller decides the dice pool. Dice pools call for an Attribute, and Ability, and a Specialty. The dice pool should make sense based on the description of the action. Players will often request to use specific dice pools for an action—the ST remains the final arbiter, however.
  • Award Stunts, and Decide Charms: An entertaining, exciting, or funny description is rewarded in Exalted with Stunts,which give extra successes and motes. Before dice are rolled, a player should also decide what Charms, if any, to enhance the roll with.
  • Static Difficult, or Contest? A roll against a inanimate obstacle and a heroic opponent are two different things. Often, rolls will be against Static difficulties decided by the Storyteller, such as trying to scale a wall. However, if a roll influences another character, it is contested. The other character has an opportunity to describe how they resist or change the scene, use charms, and be awarded stunts.

Roll Dice: Each character involved in the action rolls their dice pool, rolling one ten-sided dice for each dot in the rolled Ability, Attribute, and Specialty.

  • Assign Charms, Stunts, Penalties, and Bonuses. After dice are rolled, modify the total with any bonuses successes from charms or stunts, and penalties from environments.
  • Determine Success: Compare the successes to either the other character’s involved successes, or the difficulty. For a static contest, if the difficulty if beaten, the action succeeds. If the difficulty is not beaten, the scene progresses, and something bad usually happens. For contested rolls, the highest involved character’s action succeeds, and they get to control the flow of the scene until a new roll is called for.

Dice and Rolling

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