Rolling The Dice

Pool of Dice

Keepers in the Dark, like all Forged in the Dark systems, uses a pool of d6s. You don’t ever roll anything else, at least not for the mechanics of the game. You do not need any of those elitist 8-sided dies or 14-sided dies or whatever the kids are always talking about. Just some good old fashion 6-sided ones, and no more than five, that’s the most you ever can roll at once. (Okay, it is technically possible to roll eight, but only in rather insane circumstances.)

You are almost always going to be rolling one of your Action or Attribute score

The amount of dice you’re roll generally works by you look at each mark in that, which is called a ‘dot’ from back when people filled out pieces of paper, and rolling that many dice. Maybe adding some more dice or taking some away first, we’ll get into that later.

When you roll whatever number of dice you’re supposed to, you get a pool of ‘results’. You then take those results and assign them to outcomes, which you can have several for an action roll, and just one result for a resistance roll. You’ll usually want to use the highest results, although that is not technically required.

In an action roll, each result means this:

  • 1-3 = Failure - You have failed. Whatever you were trying to do has not worked, or whatever you were trying to avoid has not been avoided.
  • 4-5 = Partial Success - You succeeded, but not perfectly. What you were attempting did mostly work, or you partially avoided the problem.
  • 6 = Success - You succeed perfectly. You have done what you were trying to do, or avoided completely the bad.

For a resistance roll, it’s similar:

  • 1-3 = 3 stress
  • 4-5 = 2 stress
  • 6 = 1 stress

Crits

Rolling two 6s at once, on any roll, is called a Crit. If you roll three 6s at once, you get two crits, four 6s gets you three crits, etc.

Every crit gets you an Edge. See edge for more information.

Only One Edge

You can have one Edge at a time. You have a bit of a grace period while you’re still resolving your roll, but if you get to the end of that, you only get to keep one. So use the others for something during the roll.

You then assign the dice as normal. You then select one (Or however many crits you just got) of the Outcomes, and increase or decrease (Whichever is better for you) the Effect. You can even do this for Outcomes that you did not give a 6 to.