Dice Rolls

Over the course of the game, characters will encounter events or take actions which require a degree of skill above an absolute base level of difficulty (what we might consider "normal" difficulty, requiring no thought or practice to perform). In Warped World, there are only a handful of rolling mechanics to memorize. These are designed to be streamlined and allow for smooth, natural gameplay without breaking pace to read through manuals for complex formulas and stat blocks. When a character takes an action which requires a roll, the GM should decide the relevant stat being rolled against. For instance, if a player is attempting to pick the lock on a door, the most likely stat to be rolled would be Procedure. However, a player may argue for a specific stat to be leveraged as opposed to what might normally be expected for that action by giving specific circumstantial logic to support this alternative. This may be due to prior knowledge the player character has, or alternative tools the player character has at their disposal.

Example

A player's character is attempting to pick a lock that is blocking their path deeper into a basement complex. While this would typically be a Procedure dice roll, the player character has prior knowledge due to a past adventure that the particular model of lock in question is poorly made and can easily be forced open on strength alone. As a result, the player rolls their character's Containment stat die open the lock this way instead.

Once a stat has been agreed upon for an action's roll, the player may attempt to perform that action by actually rolling the dice. Any relevant modifiers, proficiency die, and other bonuses are then added to the final result, dictating the final outcome of the attempt, and narration can continue. Depending on the kind of action being attempted, the result of failure can vary greatly. We will discuss degrees of failure and their ramifications in a later section, but, it is worth noting that some, but not all, actions may be re-attempted without major consequence, after narration has resumed and the world as well as the rest of the players have had a moment to respond to the outcome of the first dice roll.

Example

Kai's character, Addison, is attempting to scale a ledge into a building, and has a D6 for the Containment stat. Kai rolls the die and it lands on 6. Since this is the highest possible value on the D6, it "explodes", and they roll again. This time, it lands on 5, resulting in a final value of 11. Omar has a help die in his pool, and states that his character Frank runs over to support Addison to help her up, giving Kai a help die to roll. Kai rolls this as well, and adds an additional 3 to her result, raising the final value to 14. The difficulty the GM had set was 12, and with the addition of the help die, Addison is able to scale over the ledge and into the building.

Exploding Dice

Stat dice are able to "explode", allowing even low-value stats to succeed otherwise impossible rolls. When a stat die is rolled, if the die lands on its highest value, it "explodes", allowing the player to roll again. There is not limit to how many times a die can explode, meaning with some incredible luck even a D4 stat can exceed a check with very high difficulty.

Proficiency Dice

When a character takes an action that is relevant to a proficiency listed on their character sheet, their roll is augmented by an additional D4. This die can not explode, but is not tied to any particular stat check and can therefore be used whenever an action is relevant, and not just when an action uses their background's selected modifier.

Modifier

When a player character takes an action that uses a stat their background has a modifier for, any and all rolls are boosted by +2. This occurs regardless of what the stat die the player assigned to the stat is. You may have a modifier on your lowest-value stat.

Help Dice

Teamwork makes everything better, and help dice are how that is manifested within Warped World. Through the course of the game, when a character performs an exceptional action, meets exceptional hardship, or learns a profound lesson, the GM may award them a help die to add to their pool. This gives the player an additional D6 to add to any roll. These can either be expended to boost their own roll, or to help another player -- provided the player attempting to give help can narrate how their character is assisting the particular action. A player can spend multiple help die in an action, but may only recieve one help die per player helping them. For example, a player can help two characters attempting to perform an action by providing support to both of them, and then spending two help die. However, a player can not spend multiple help die to assist only one character. Additionally, multiple players can spend help die on one character's action, providing additional help die to the roll. It is therefore possible for a character to receive a large boost to their chance of success through a major act of teamwork.

Example

Frank is attempting to talk down an aggressive entity, and is going to make a diplomacy roll in order to smooth-talk it. Addison offers some insight into the entity's particular anomalous properties, and spends a help die to boost his roll. Z also informs Frank about the entity's previous susceptibility to a memetic effect they used, granting additional information on how the being might be talked down, and adds another help die. Frank now rolls his Diplomacy stat, as well as the two help die and any relevant proficiencies and modifiers, in order to attempt the action.

Group Checks

When a group of players encounters an effect, takes a group action, or otherwise is put into a scenario where the success of a single player is irrelevant, the GM may ask for a group check. This can take two forms, depending on the scenario. The group will either add all of their results together, and compare that value against the difficulty set by the GM; or the group will make individual checks against a set difficulty, and either pass or fail the check depending on what proportion of the group succeeds (E.G., half must succeed to pass the check). It is possible for events that can be handled as group checks to still be done as individual checks, or vice versa, depending on the specific circumstances of the narrative or decisions of the GM and players.

Cumulative Group Check
A cumulative group check generally occurs in moments where a group of two or more characters are involved in a circumstance where the bar for success is gated purely on the level of effort the group is capable of expending. These checks typically exceed the normal range of difficulty compared to what a single individual could be expected to accomplish. For instance, team-lifting a heavy object might have a DC of 35 set by the GM, requiring the total combined value of all involved characters' rolls to exceed that threshold.

Proportional Group Check
A proportional group check generally occurs at times when group cohesion is the main determining factor for success. In such a case, the specific performance of any one character within the group is less relevant than the broader perception of the group itself. When a proportional check occurs, all players individually attempt to pass the set difficulty, and the final result is determined by what fraction of the group succeeded. Checks of this nature are not typically set at difficulties exceeding what might be encountered during normal play except in extreme circumstances.

Contested Checks

At times when actions occur between players or characters that can be blocked, dodged, or otherwise effected or avoided, a contested check may occur. Rather than rolling against a static difficulty, each party rolls their relevant stat die, with the higher value succeeding. When a tie occurs, the success goes to the defending party. If there is no defending party, such as a strength-vs-strength competition like arm wrestling, a tie results in a repeated check or stalemate.