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FWW - RPG Core Rulebook - Parte8
FWW - RPG Core Rulebook - Parte8
3. ROLL THE DICE POOL: Assemble your dice pool. Example: Nate needs to find out if Codsworth is okay,
You start with two d20s, but you can buy up to 3 as he’s been on his own for 200 years. His test is dif-
more d20s by spending Action Points (see p.18). ficulty 1, and he must use CHA + Speech (7 + 2 = 9).
After you’ve added any extra dice from spending Nate’s player rolls 2d20, checking the results separately,
Action Points, roll the entire dice pool. and rolls a 5 and a 19—because the 5 is equal or below
Nate’s target number, he scores 1 success, and passes the
4. CHECK FOR SUCCESSES: Each d20 that rolls
test. Codsworth describes how hard it’s been to try and
equal to or less than your target number scores one
keep the house clean for two centuries…
success. Any d20 that rolls a 1 is a critical success,
which is worth two successes.
When your gamemaster asks for a skill test, you agree Gathering rumors around a settlement,
to an attribute + skill combination from your charac- 0 searching a room in an abandoned
ter sheet that best applies to the action you’re trying building
to achieve. That target number, made by adding your Shooting a target at close range,
1
chosen attribute and skill, gives you the number each picking a simple lock
d20 must roll equal to, or under—if it does then you Breaking down a reinforced door,
2
generate one success. treating an injury