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1.1: The Core Mechanic

WCRPG is based on a d% type dice-rolling system, meaning that all crucial rolls are made on two ten-sided dice, with one of them designated as "1d10x10" (a "tens-place" die; valid results on a d% roll therefore range from zero to ninety-nine). Specifically, when a situation comes up where a character’s failure may affect the outcome of the game, a die roll is required against a certain failure threshold, known as a difficulty class (DC) (or hit difficulty (HD) in combat situations). These die rolls are known as Checks. The DC for all Checks equals the character's score in the Attribute, Skill, Specialization or Save being checked (or a combination of one or more of these). Other attributes of the character may modify the result of the roll. If the final result is lower than or equal to the DC, the action succeeds. If not, it fails. The amount by which a roll falls short of the DC is its degree of success; conversely, the amount by which a roll exceeds the DC is its degree of failure. These simple rules govern all die rolls necessary to play the game.

WCRPG commonly uses variants on the standard d% roll. The most common variants are as follows:

  • xd10: This indicates a roll of x ten-sided dice is needed, where x is a set number. For example, a roll calling for 3d10 needs three ten-sided dice. The player rolls the indicated number of dice and sums up the result. NOTE: There is a distinction between 2d10 and d%; 2d10 is an xd10 roll. Be careful not to confuse the two.
  • xd5: This is similar to an xd10 roll, except that the ten-sided dice are treated as five-sided dice. To achieve this effect, take the result of an individual die, halve it, and round up (for example, a result of 7 becomes a result of 4). Zeroes count as 10 (a final result of 5) in this case.
  • xd2: d2 rolls are rare in the game, but sometimes occur. Roll the indicated number of ten-sided dice; treat all odd results as 1, all even results as 2.

For rolls of d% or xd10, unless the situation specifically states otherwise, a result of 0 on a die counts as zero, not 10. For example, in a 3d10 roll, the die results are 2, 5, and 0. The result of the roll is 7, not 17.

Sometimes a player may roll exceptionally well (or exceptionally poorly) on the dice. When rolling d% for a Skill Check (see Chapter 3), certain rolls have what's known as critical potential. Critical potential awards or punishes die results above or below certain critical thresholds. Low resulting rolls may result in a critical success, denoting a particularly good outcome. In combat, a critical success is more commonly known as a critical hit. A player's critical success threshold equals 00 plus one for every ten points the character has in the given Skill's score (for specializations, this is a combination of the specialization's score plus its controlling Skill's score); a roll of 00 is always a critical success. Conversely, very high rolls may result in critical failure (known as a critical miss in combat); critical failures often have very nasty effects. The critical failure threshold on a roll is 90 plus one for every ten points in the character's given Skill score, and a roll of 99 is always a critical failure (again, specializations combine with their controlling Skill for determining critical failure thresholds). Only certain rolls have critical potential; some have outcomes for just critical success, some for just critical failure, and some have both. A roll that has critical potential will be noted in the rules, along with the effects of critical results. If the player's roll falls within the bounds of a critical threshold, the critical result occurs, whether or not the player succeeded against the Check's DC or not.


NEXT: 2.0 Characters
PREVIOUS: 1.0 Introduction
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