Roll Types

As any good RPG should, Irreverent RPG resolves its uncertainties with rolls of the dice. The types of rolls can be subdivided in to several categories outlined here.

Dice Types
As most RPGs, Irreverent RPG uses the standard set of polyhedrons. Each die is denoted as a "d" followed by the number of sides it has. So a d20 is a 20-sided die. If more than one die is to be rolled, it will be denoted as a number before the "d." So rolling 5 six sided dice is shortened to 5d6. The dice used in Irreverent RPG are d4, d6, d8, d10, d12, d20, and d100. d100 can be rolled as 2d10, but designating one d10 as the tens place before the roll.

Advantage/Disadvantage
Rolls made with a d20 are sometimes "made with Advantage" or "made with Disadvantage." Whenever a roll is made, sum up the number of Advantages and Disadvantages on the roll separately. If there are more Advantages than Disadvantages, the roll is made with Advantage. If there are more Disadvantages than Advantages, the roll is made with Disadvantage. If they are equal, the roll is made normally.

Advantage
When a roll is made with Advantage, roll 2d20, and use the higher of the two rolls.

Disadvantage
When a roll is made with Disadvantage, roll 2d20 and use the lower of the two rolls.

Attacks
Any roll used to determine the success of an Attack is an Attack Roll. All Attack Rolls are made by rolling a d20

Melee Attack Roll
A Melee Attack Roll is used when making attacks with Melee Weapons. Roll 1d20 and add the attacker's Melee stat. Compare this against the targeted defense, which is always AC unless otherwise specified. A total greater than or equal to the targeted defense is a Success. Otherwise it is a Failure.

Ranged Attack Roll
A Ranged Attack Roll is used when making attacks with Ranged Weapons. Roll 1d20 and add the attacker's Ranged stat. Compare this against the targeted defense, which is always AC unless otherwise specified. A total greater than or equal to the targeted defense is a Success. Otherwise it is a Failure.

Spell Attack Roll
A Spell Attack Roll is used when making attacks with Spells and some Abilities. Roll 1d20 and add the attacker's SA stat. Compare this against the targeted defense, which is specified by the Spell or Ability. A total greater than or equal to the targeted defense is a Success. Otherwise it is a Failure.

Rolling a 1 or a 20
A d20 that rolls a 1 or 20 has special significance for Attack Rolls. Rolling a 1 is called a Critical Failure, and is always a Failure even if the roll would otherwise have been a Success. Rolling a 20 is a Critical Hit and is always a Success even if it otherwise would have been a Failure. Certain weapons and abilities increase a character's ability to generate Critical Hits by expanding the numbers that may be rolled on a d20 that count as a Critical Hit. These expanded Critical Hits are only Successes if they otherwise would be.

Checks
Rolls that determine Success or Failure that are not Attack Rolls and add a character's Stats to the roll are called Check Rolls. Check Rolls are made by rolling a d20 and adding the appropriate Stat modifier.

Initiative
Initiative Rolls determine the order that Combatants take turns in Combat. Roll 1d20 and add that Combatant's Initiative Stat. See Combat for more details on how Initiative is resolved.

Opposed Spell Prowess
Opposed Spell Prowess Rolls are used to determine magical superiority between two Spellcasters. Roll 1d20 and add the character's Spell Prowess stat. Compare this against the targeted character's Spell Prowess + 10. A total greater than or equal to this is a Success. Otherwise it is a Failure. Each ability which calls for an Opposed Spell Prowess Roll will specify which character rolls, but by default it is the player who has initiated the roll.

Tasks
Task Rolls are used when characters attempt to complete a Task. Roll 1d20 and add any Background Competency modifier the character may get as granted by the GM. See Backgrounds for more details on Task Rolls.

Saves
Saves are a special kind of roll for determining Success or Failure of an effect applying to the character. Characters do not have any Saves by default, although Player Characters all gain Saves against Death. Otherwise, a character only has Saves granted to them by their own Skill Paths or by specific Spells or Abilities. Roll 1d20. A roll of 10 or higher is a Success, otherwise it is a Failure. There is no default modifier for Saves, although some Skill Paths grant modifiers for specific Saves that may be added to the Save Roll.

If a Save Roll is a Success, any effects that accompany the triggering condition for the Save other than Damage no longer affect the character; damage that accompanies a triggering condition is halved before being applied to the character. On a Failure the effect occurs without modification.

Damage
Damage Rolls are used to determine that amount of HP the target of an Attack, Spell, or Ability will lose. See the HP and Damage section for how Damage rolls are made.