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© Skinner Games 2014 ● ●


Section I: Basic Dice Mechanic
The dice mechanic is the most basic part of the Legacy System, it’s how every conflict or
event with a chance for failure is resolved. Unlike other games which have you roll one 20-sided die
or a few differing polygons, the Legacy System has the player build a dice pool of 6-sided dice. The
following rules outline how to do that.

Making Rolls
All tests are using one of the four attributes: Toughness, Dexterity, Intelligence, and Wisdom.
The attributes are broken into two groups, physical and mental, and each represents a different aspect
of the whole character. Toughness is the physical hardiness of your character. Dexterity represents
your character's ability to control his or her body. Intelligence is the mental attribute that measures
your character's ability to learn through studying. Wisdom defines your character's ability to process
information. Using these attributes, there are two basic types of rolls in Legacy: Attribute tests and
Combat tests. Attribute tests cover a wide range of actions and allow a player to explore the world.
Some uses for these actions include breaking through a door, dodging a speeding horse, recalling a
piece of lore, finding a hidden object, resisting the effects of disease, performing a feat of acrobatics
and so forth. The limit to what one can do with an attribute test is really dependent upon the
imagination of the player. Combat checks, however, are very rigid in structure and will be expanded
upon further in the Physical and Social Combat section of the rules.
Rolls are made at the request of the Chronicler and ought to be made whenever there’s a
chance for failure involved, not every time a character does anything. For example, climbing over a
small retaining wall on a clear and arid summer day with no need to rush should not need a test.
However, if a character is pursuing a thief and needs to leap the wall with haste, a test is required to
make sure the character judged his speed and distance correctly.

Building the Dice Pool
After having described what you want your character to do, and a roll needs to be made, you
generate a basic pool of 6-sided dice (d6), called success dice, equal to the most applicable attribute.
This method will be used for all tests, whether it is tracking an elk, dodging a spike trap, or attacking
a foe. For example, Osric has a Toughness of 2, Dexterity of 3, Intelligence of 1, and Wisdom of 3.
He wishes to jump a chasm. The Chronicler asks Osric to make a Dexterity check, making the base
pool 3d6 dice (as he has a Dexterity of 3) success. Once the base pool has been established, he is free
to look at his abilities for bonuses or penalties, uniformly called modifiers, to apply to the base pool.
After he has his final pool of success dice, the Chronicler can make Osric roll additional dice,
called circumstance dice, representing certain difficulties (darkness, rain, heavy combat and other
factors). Circumstance dice have the possibility of negating successful results. In the above example,
Osric has added a few more success dice, granted to him by several abilities, for a final pool of 5d6
success dice. The Chronicler has been narrating Osric’s escape from several forest ruffians. During
this escape, a rain storm has struck and night has fallen. These conditions make jumping a chasm a
little more difficult than usual and the Chronicler has Osric roll 2 circumstance dice. His pool now
consists of 7 dice: 5d6 success dice and 2d6 circumstance dice.

© Skinner Games 2014 ● ●