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Post by Ironnerd on Aug 23, 2021 19:07:34 GMT
Common Die Rolls
1d6 Dwarves Detect (1-2 succeeds) Elves Detect (1-2 succeeds) Forcing stuck doors (on 5+, modified by strength score adjustment) Halfling hiding indoors (1-2 succeeds) Initiative (each side rolls 1d6, high die acts first. Simultaneous action on ties) Surprise (≥3 to avoid being surprised) Thief Hear a Noise (≤ succeeds)*
2d6 Hiring Retainers (2's are insulted, 12's are impressed) Monsters Continue Pursuit (on 9+, rolled every five rounds of pursuit) Monster Morale (≤ stay and fight) Monster Reactions (2's attack, 12's are friendly) Turn Undead (7, 9, 11 succeed)
1d20 Ability Saves (≤ ability score saves) Saving Throws (≥ save value saves)
1d% Thief Skills (except "Hear Noise" - ≤ target value)* Halfling hiding outdoors (≤ 10%) Pursuing Monsters stop or slow down to pick up dropped food or treasure (≤50%)
d100 Mystic Acrobatic saves (≤ [3 x DEX]+[2 x Exp Level])
* - I'm pretty sure "Hear a Noise" was changed to d% in "Companion" rules.
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