The dice system for 7th Sea is very simple. Whenever the GM tells
you to make a roll. You would some 10 dice and add them up to get the total.
Example: If you rolled 3 dice
and got a 3+8+8=19, So your total roll would be 19.
Next we talk about the term Roll and Keep. This is a very important term as when the characters
go to make their rolls. They will be told to Roll X amount of dice and only Keep Y amount
of dice.
Example:
If the GM tells you to Roll Five and Keep Three. You will then roll 5 dice but only count
three toward your total.
Finally, when any player rolls a 10 on a dice, the dice is considered to "explode". An exploding dice is rerolled
and the next result is added to your total.
Example:
If you are told to roll 5 and keep 3 and you roll a 5, 10, 10, 2, you would then promptly
reroll both tens, gaining a 6, 8, so your new total would be 5+10+10+6+8=39
NOTE: There are some rolls where 10's do not explode. Please verify these by reading your core book
or by talking to your GM.
Drama Dice
All Hero's begin the game with their lowest trait. Drama Dice can be used for the following:
First to add a kept die to any one action. This can be declared after the roll is made but before the GM describes the
result of the skill check. They cannot be used for the effect roll or after the action is declared successfull.
Second is the get up immediately from being Knocked Out, However he will spend the remainder of that round recovering
and cannot declare actions. Your TN to be hit at that time is 5.
Third, to activate your virtue (if you have one) or the Villians flaw.
Fourth, at the end of each story, drama dice are added into your experience pool.
You can regain Drama Dice by doing stuff the GM deems as really cool, heroic etc.
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