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18:59, 24th April 2024 (GMT+0)

+ + + The Dice & Basic Rules + + +

Posted by The ForceFor group 0
The Force
GM, 7 posts
Tue 4 Dec 2018
at 06:38
  • msg #1

+ + + The Dice & Basic Rules + + +

Dice and Basic Rules









Example of a dice pool:

Han Solo is attempting to jump over a bottomless chasms as they navigate their way through a lost temple. This uses Han's  Athletics skill and Brawn characteristic. Han's Athletics skill is lower, so the player upgrades that many dice (two) to Proficiency dice (or 2P to the die roller). To attempt the jump, Han's starts out with three dice win his pool. (1A 2P to the die roller) 1 Ability and 2 Proficiency.

The G.M. will then assign the difficulty level of the jump represented by the purple difficulty die (or D to the die roller. Certain gear or events could add a blue boost die or a black set back die (or B and S to the die roller).

The Golden Rule is that you only need one success to succeed on a roll, even if you have rolled a failure or despair, if you roll enough successes or triumphs you succeed in what you are doing, their might be threats and disadvantages in a roll that succeeds.

Let us for the example say it was 2 difficulty die the end result would be placed into the die roller as such: 1A 2P 2D, resulting in.

13:19, Today: Han Solo rolled 1 success, 1 advantage using the Star Wars Edge of the Empire with a dice pool of 1A 2P 2D ((3(A), 11(P), 3(P), 5(D), 2(D)))

13:19, Today: Han Solo rolled 1 success, 1 advantage using the Star Wars Edge of the Empire with a dice pool of 1A 2P 2D.  Jump Chasm.


So Han would have succeeded in jumping the chasm by 1 success and added an advantage the G.M. could say that he was running from a squad of storm troopers and when he jumped the chasm part of the cliff where he made his jump caved into the chasm making it a 3D for the troopers to jump behind him.
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