Knarf 2 Game: Dice Roll Summary

Actions commonly require the player to make a test roll against a target number. In general the format for the test is 1d20 + ranks of a skill + ranks of a base attribute + magic or modifiers. Any unmodified roll of 2 or less on the d20. In most cases an unmodified roll of 20 on the d20 is a success.

Skill Test:

If the character has at least one rank of the appropriate skill, the roll is:

1d20 + ranks of a skill + ranks of a base attribute + magic or modifiers vs target number

If the character has no ranks in the skill and it can be used untrained then the roll is:

1d20 + ranks of a skill + ranks of a base attribute + magic or modifiers - 4 vs target number The gamemaster may rule that a character with a low rank or no ranks in a particular skill will not be able to succeed on a skill attempt even with an unmodified roll of 20 on the d20. The gamemaster may waive the -4 penalty to use a skill untrained without any ranks in that skill. The target numbers are determined at the discretion of the gamemaster based upon difficulty of the task and situational modifiers.

Initiative:

Initiative, when the character’s action completes, is equal to 1d20 + quickness. Initiative will be rolled every round. All actions start at 25, with the highest totals going first. If the action is completed before segment 15, then the character gets a second action 10 segments later ( 13 segments if they take another minor action- moving etc, between combat actions.)

Combat:

Attack Roll = 1d20 + ranks in that weapon group + dexterity attribute.

Melee Damage = weapon damage + strength attribute + misc modifiers

Bow, Crossbow, Sling damage = weapon damage + misc modifiers

Thrown Weapon Damage = weapon damage + strength modifier + misc modifiers

 

Spell Casting:

A character may cast any spell he knows at any time. There is no limit to the number of spells, nor of the ranks of spells a character may cast per day. Going unconscious does not cause the character to loose any spell casting abilities for the day. Each time a character casts a spell, he must roll a check versus a target number. The target number varies with the complexity grouping of the spell. This check roll is equal to 1d20 + linked attribute ranks + ranks in that spell path. I the character tries to cast a spell and fails to equal or exceed the target number for that spell, that character will suffer a backlash from the unsuccessful attempt. Except in the case of failed Great Magic spells, this will not cause physical damage, but will cause mental strain. The total number of backlashes/ failures that the caster may suffer in a day before he can no longer cast spells is equal to his highest rank in any spell casting path. If the caster rolls 2 or less on the d20, but still equals or exceeds the target number the spell will fizzle, but will not cause backlash. Minor magics cannot cause backlash. Thereafter he cannot cast any additional spells until he has slept at least four hours. The target may still get a saving throw to counter or limit the effects of the spell.

Spell Target Number:

Minor Magic                Target number 8      no backlash

Low Magic                   Target number 11   

Middle Magic               Target number 16

High Magic                    Target number 25

Great Magic                   Target number 30+

Spell of Desperation     Target number variable  
                                          Backlash special

 

Mystical Saving throws:

Whenever any spell or mystical ability is used in an offensive manner, against a living or animate being, the target is allowed a saving throw to counter or offset the effects of the spell. The target number for all magical saves is 20. The character must roll this target number or higher to be successfully save against the spell. Generally inanimate objects are not allowed a saving throw unless magical or magically protected. There are basically just two types of offensive magic that can affect a living or animate being: 1) Spells affecting the body; and 2) Spells affecting the mind. The saving throw against spells or psionics affecting the targets body, is equal to: 1d20 + Fortitude Attribute + ranks of Mystical Resistance + miscellaneous modifiers. . The saving throw against spells or psionics affecting the targets mind, is equal to: 1d20 + Will Attribute + ranks of Mystical Resistance + miscellaneous modifiers. For some saves armor and situational modifiers may also apply. A character in some situations may be given a quickness (reflex) save to avoid a magical effect targeting an area but not him specifically. Details are left to the gamemaster.

Non-magical Saves:

A non-magical save is typically based on an attribute and is equal to 1d20 + ranks in that attribute + magical or miscellaneous modifiers.

Armor Rating:

Armor rating = 10 + ranks of combat defense skill + quickness attribute + armor bonus + magical or miscellaneous bonuses

Body Points:

Body points = 10 + four times the toughness attribute

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