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Monomyth
  • Core
    • About Monomyth
    • Playing Monomyth
      • Core: Supplies
      • Core: Dice Rolling
      • Core: Focus
      • Core: Health
      • Core: Abilities
      • Core: Combat
      • Core: Actions
      • Core: Resistance and Weakness
      • Core: Statuses
      • Core: Death
      • Core: Items
      • Core: Environment
      • Core: Resting
    • Characters
      • Core: Creating a Character
      • Core: Character Progression
  • Modules
    • Tutorial Tavern
      • Quests
        • Quest 1: Welcome to the Tavern
        • Quest 2: Finding Yourself
        • Quest 3: Bonecrusher's Challenges
        • Quest 4: A Small Tavern Brawl
        • Quest 5: R&R: Rest and Resurrection
        • Quest 6: The Training Montage
        • Quest 7: A Great Tavern War
        • Quest 8: Off Into the Sunrise
      • Resources
        • Tutorial: Character Sheet
        • Tutorial: Abilities
        • Tutorial: Items
        • Tutorial: Characters
          • Bonecrusher Mags
    • Breach
      • Pre-built Characters
        • Infiltrator
        • Breacher
        • Bastion
        • Hacker
    • Dragon Riders
      • Rules
      • Items
      • Other Resources
      • Abilities
        • Learned Abilities
        • Base Abilities
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On this page
  • Saves
  • Contests
  • Checks
  • When not to Roll
  1. Core
  2. Playing Monomyth

Core: Dice Rolling

In Monomyth, all rolls are done using a 20-sided die (d20). In general, the higher a player or non-player character rolls, the better the end result.

Saves

Saves represent a character's attempt to avoid the consequences of an effect or action. Generally, whether a character has to roll a save or not is dictated by an external event such as an attack or environmental effect. When a save is required, the character(s) saving each roll a d20 with the objective of overcoming a certain threshold for success.

Characters that tie a Save's difficulty succeed on their save.

Contests

Contests represent two (or more) characters attempting to compete with one another in the performance of an action. When this happens, each character rolls a d20, with the character rolling highest winning the contest. In the event that multiple characters are working together in a contest, their rolls are added together and compared against the roll of their opponent(s).

In the event of a tie, the character that initiated the contest wins. If no characters directly initiated the contest, re-roll.

Checks

Checks represent a way to determine if a character attempting to perform an action succeeds or fails. How well a character rolls on a check determines how well the action is performed. Checks usually have a threshold for success or failure, however the degree to which a character succeeds or fails is determined by the roll.

When not to Roll

A character should not roll if an action or event requires a trivial amount of effort to address. This holds true for all saves, checks, and for contests where one (or more) of the participants far outmatch the other(s).

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Last updated 2 years ago