Kryx RPGThemes

Rules

Table of contents

Rolls

Typical difficulty
Task difficultyDifficulty
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30

The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six abilities. The basic rule behind these rolls is: roll 2d10, add one of the six abilities, and compare the total to a target number.

Degrees of success

Sometimes fate blesses or curses a creature, causing the novice to succeed and the veteran to fail.

Critical success

If the 2d10 roll for an attack, ability check, or saving throw is a 19 or 20, or if the result of an attack, ability check, or saving throw exceeds the Difficulty by 10, you critically succeed. A critical success means the roll succeeds regardless of any modifiers. See how critical successes are handled for attacks.

Critical failure

If the 2d10 roll for an attack, ability check, or saving throw is a 2 or 3, or if the result of an attack, ability check, or saving throw fails the Difficulty by 10, you critically fail. A critical failure means the roll fails regardless of any modifiers.

Partial success

If an attack or ability check fails by 4 or less, it might partially succeed. See how partial successes are handled for attacks and ability checks.

Aptitude Bonus

Aptitude is a simple way of assessing your character’s general level of training and aptitude for a given task. It is broken into three different aptitude levels: untrained, capable, and proficient. Each level grants a different Aptitude Bonus.

Untrained. +0

Capable. + half your Aptitude Bonus (min 1)

Proficient. + your Aptitude Bonus

Characters have a Aptitude Bonus determined by their level and cannot become proficient until they are 5th level or higher. Creatures also have a Aptitude Bonus, which is incorporated in their stat blocks. The bonus is used in the rules on attack rolls, ability checks, and saving throws.

Your Aptitude Bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your Aptitude Bonus to a Will saving throw, you nevertheless add the bonus only once when you make the save.

Your Aptitude Bonus might be divided (halved, for example) before you apply it. If a circumstance suggests that your Aptitude Bonus applies more than once to the same roll, you still add it only once and divide it only once.

Advantage and disadvantage

Sometimes a special ability, maneuver, or spell tells you that you have advantage or disadvantage on an attack roll, an ability check, or a saving throw. When that happens, you roll a third d10 when you make the roll. Use the two highest rolls if you have advantage, and use the two lowest rolls if you have disadvantage. For example, if you have disadvantage and roll a 9, 5, and a 2, you use the 5 and 2 . If you instead have advantage and roll those numbers, you use the 9 and 5.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, each advantage/disadvantage pair cancels out. After resolving, if you have multiple advantages or multiple disadvantages you roll one additional dice for each advantage or disadvantage. For example, two advantage and no disadvantage on an attack would roll 4d10 and keep the highest 2.

When you have advantage or disadvantage and something in the game, such as the hin’s Lucky trait, lets you reroll the 2d10, you can reroll or replace only two of the dice. You choose which ones. For example, if a hin has advantage or disadvantage on an ability check and rolls a 1, 2, and a 5, the hin could use the Lucky trait to reroll the 1 and 2.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.