Honor's Edge uses ten-sided dice to determine whether characters succeed or fail at the actions they attempt. This section explains how the dice function and how to understand the dice terminology that is used elsewhere in the game.
Dice Notation and Type
When a character is called upon to resolve some sort of conflict, she rolls a number of ten-sided dice (often abbreviated as "d10s") based upon her Attributes and Skills. These dice are called her dice pool. The final total of the character's dice pool is then compared against a Target Number (or TN) that is determined by the GM.
If a character's total is equal to or higher than the required TN, she succeeds at the task. If her total is lower than the required TN, she fails.
It is rare that a character will end up counting every dice she rolls toward her final total. It is far more likely that she will only be allowed to keep a certain number of her rolled dice. For this reason, when discussing dice rolls, the notation of "XkY" is used, meaning "roll X ten-sided dice and choose Y of them to keep." Only the dice that the player chooses to keep count toward her final total.
- Example: Reiko is searching through a room to find clues to a murder. The GM informs him that he has to make a roll against TN 15 (Average Difficulty) to find it. Reiko's dice pool is 5k3, so her player rolls five ten-sided dice and gets 8, 6, 5, 3, and 1. She is allowed to keep three dice, so she chooses her three highest - 8, 6, and 5 - and adds them together to get a total of 19. The two dice she didn't keep - the 2 and the 1 - are discarded without effect. Since the total of her roll equaled or exceeded the TN given to her by the GM, Reiko finds a clue pointing her toward the identity of the murderer!
Dice Pool Modifiers
When a character adds dice to her dice pool, it is typically presented in the format of "+XkY," meaning "roll an additional X ten-sided dice and choose Y additional dice to keep." This value can be added directly to the character's normal dice pool total to get her final dice pool total.
For instance, if a rule says to add +2k0 to a dice pool of 4k3, it would bring the dice pool total up to 6k3.
If a character's dice pool suffers a penalty, it is typically presented in the format of "-XkY," meaning "remove X ten-sided dice from the pool and keep Y fewer dice." This value can be subtracted directly from the character's normal dice pool total to get her final dice pool total.
For instance, if a rule says to apply a -2k0 penalty to a dice pool of 6k3, it would bring the dice pool total down to 4k3.
A penalty to a dice pool can sometimes reduce the number of rolled dice to less than the number of kept dice. In this case, the character will not be able to keep the maximum number of allowed kept dice.
- Example: Reiko's dice pool is reduced to 2k4, so she rolls two dice and chooses four to keep. Since there are only two dice available to choose from, however, she can only choose those two dice to keep.
Exploding Dice
Sometimes, characters are capable of truly amazing feats. When a character rolls a "10" on a d10, that die is said to "explode." The character immediately rolls a second die and adds its result directly to the exploding 10. If the die shows a 10 on this second roll, it explodes as well, with the exploding dice adding together until the character rolls a value that does not explode.
No matter how many times a die explodes, it is still considered to be a single die for the purposes of determining how many dice the character may keep.
- Example: Reiko rolls 3k1 to swing her sword at a peasant warrior. She gets a 4, 5, and 10. The 10 explodes, so she immediately rolls another die and gets a 5, which she adds to the total of her exploding 10 to turn it into a 15. Since she can only keep one die, Reiko chooses to keep the 15.
Example: Reiko decides to make another attack against the peasant warrior. She rolls 3k1 again and gets a 6, 7, and 10. The 10 explodes, so she immediately rolls another die and gets a 10, which explodes as well! A third die is rolled, and this one comes up as a 2. This means that the dice she rolled are effectively 6, 7, and 22. Since she can only keep one die, she chooses to keep the 22, surprising even herself with her smooth swordsmanship.
Skill Rolls
Skill Rolls are the most common form of dice rolls in Honor's Edge.
A Skill Roll involves one Attribute and one Skill and is presented as a Skill (Attribute) Roll. For instance, if the GM wanted a character to make a Skill Roll using the Strength Attribute and the Athletics Skill, she would ask the character to make an Athletics (Strength) Roll against a certain TN.
When a character makes a Skill Roll, she rolls a number of dice equal to her Attribute rank plus her Skill rank and then keeps a number of dice equal to her Attribute rank. Or, to put it in dice notation, she would roll (Attribute rank + Skill rank) k (Attribute rank).
- Example: Reiko has a Strength of 2 and her Athletics is 1. When she is asked to make an Athletics (Strength) Roll, she rolls three dice and keeps two of them. This is expressed as 3k2.
Damage Rolls
Damage Rolls are the second-most common form of dice rolls in Honor's Edge. Note that Damage Rolls are not Skill Rolls (and thus are unaffected by things that affect Skill Rolls).
When a character successfully hits an opponent with an attack, that character makes a Damage Roll. Damage Rolls typically have rolled and kept dice each equal to the character's Strength, plus a modifier based on the weapon being used in the attack.
Certain weapons or Techniques might change how a Damage Roll is calculated, perhaps allowing a character to use an Attribute other than Strength or even using a set value independent of a character's Attributes. In these situations, the weapon or Technique will list these changes in its description.
- Example: Reiko has a Strength of 2 and is fighting an opponent with her katana, which has a weapon modifier of +3k0. If she successfully slashes her opponent with her katana, she will deal 5k2 damage to them (2k2 from her base Strength, +3k0 from the katana).
Success Margins
When a character succeeds on a Skill Roll, she is generally considered to have done just well enough to have completed the challenge. Sometimes, however, characters are able to go above and beyond what is considered a standard success to accomplish something amazing.
For every five full points by which a character exceeds the TN of a Skill Roll, she is said to have generated one Success Margin. Success Margins allow a character to complete a task with increased competency.
- Example: Reiko is attempting to hide from a suspicious magistrate. She makes a Stealth (Agility) Skill Roll against a TN of 15 and some of her dice explode, giving her a total of 22!
Since she exceeded the TN by a full 5 points, she succeeds with one Success Margin. Not only does she hide from the magistrate, she's able to circle around to the barn she had been sleeping in and retrieve her things without him noticing.
Failure Margins
When a character fails on a Skill Roll, it can sometimes be useful to measure just how badly she fails.
For every five points by which a character fails to meet the TN of a Skill Roll, she generates one Failure Margin. Failure Margins show just how badly a character has failed and often result in disadvantageous side effects.
- Example: Reiko meets with a local lord and attempts to impress him with few well-chosen words. The GM informs her that this is a Skill Roll with Average Difficulty (TN 15). Reiko rolls her dice but ends up getting a 12, which is a failure. Her words fail to impress the lord, who dismisses her without paying much attention to her.
If she had rolled very poorly, she might have ended up with a 8, which would have given her a Failure Margin. This might have resulted in Reiko offering some unintended insult to the lord, resulting not only in her failing but also being barred from his court in the future.
Cooperative Rolls
Sometimes, multiple characters decide to work together to accomplish a single goal. When this happens, a Cooperative Roll is used.
When characters make a Cooperative Roll, they choose a single character to make the appropriate Skill Roll. That character gains a bonus to her final total equal to the Skill rank of every character that assists her on the Roll.
- Example: Reiko has 2 ranks in the Medicine Skill. If she assists a healer who is attempting to stop a wounded samurai from bleeding out, the healer adds +2 to the final total of his Medicine Skill Roll.