GURPS uses six-sided dice only. To figure combat damage (and several other things), the “dice+adds” system is used. If a weapon does
“4d+2” damage, this is shorthand for “roll 4 dice and add 2 to the total.” Likewise, “3d-3” means “roll 3 dice and subtract 3 from the total.”
If you see just “2d,” that means “roll two dice."
A “success roll” is a die roll made when
you need to “test” one of your skills or abilities. Sometimes you roll; sometimes the
GM rolls for you. For instance, you might
test, or roll against, your Strength to stop a
heavy door from closing.
What to Roll
Whenever a character attempts to perform an action (e.g., use a skill), roll three
dice to determine the outcome. This is
called a success roll. The task in question
succeeds if the total rolled on the dice is less
than or equal to the number that governs
the action – most often a skill or an attribute. Otherwise, it fails. For example, if you
are rolling against Strength, and your ST is
12, a roll of 12 or less succeeds. Thus, the
higher the stat you are rolling against, the
easier it is to make the roll.
Regardless of the score you are rolling
against, a roll of 3 or 4 is always a success,
while a roll of 17 or 18 is always a failure.
In general, the player makes the die rolls
for his character’s actions. However, the
GM may always choose to roll the dice in
secret – see When the GM Rolls, below.
When To Roll
To avoid bogging down the game in endless die rolls, the GM should only require a
success roll if . . .
- A PC’s health, wealth, friends, reputation, or equipment are at risk. This includes
chases, combat (even if the target is stationary and at point-blank range!), espionage,
thievery, and similar “adventuring”
activities.
- A PC stands to gain allies, information,
new abilities, social standing, or wealth.
The GM should not require rolls for . . .
- Utterly trivial tasks, such as crossing
the street, driving into town, feeding the
dog, finding the corner store, or turning on
the computer.
- Daily work at a mundane, nonadventuring job.
When the GM Rolls
There are two sets of circumstances
under which the GM should roll for a PC
and not let the player see the results:
1. When the character wouldn’t know for
sure whether he had succeeded.
2. When the player shouldn’t know
what’s going on
Modifiers
The rules often specify modifiers for certain success rolls. These bonuses and penalties affect the number you are rolling against
– your “target number” – and not the total
rolled on the dice. Bonuses always improve
your odds, while penalties always reduce
them.
For instance, when using the Lockpicking skill in the dark, the GM might tell you
to roll at -5 for the attempt. If your Lockpicking skill is 9, you roll against 9 minus 5,
or 4, in the dark.
A specific scenario might provide modifiers to allow for the relative ease or difficulty of a particular situation. For instance, an
adventure might state that a lock is +10 to
open due to the fact that it is primitive and
clumsy. If your Lockpicking skill were 9,
you would roll against 9 + 10, or 19. Since
the highest roll possible on 3d is 18, it would
seem that success is assured. Not quite – see
Critical Success and Failure, below.
Modifiers are cumulative unless stated
otherwise. For instance, if you tried to open
that primitive lock in the dark, both modifiers would apply, and you would roll
against 9 - 5 + 10, or 14.
Base Skill vs. Effective Skill
Your base skill is your actual level in a
skill, as recorded on your character sheet.
Your effective skill for a particular task is
your base skill plus or minus any modifiers
for that task. In the Lockpicking examples
above, the base skill is 9 in all cases, while
the effective skill is 4, 19, or 14.
You may not attempt a success roll if
your effective skill is less than 3 unless you
are attempting a defense roll.
Degree of Success or Failure
Once you have calculated your effective
skill by applying all the relevant modifiers to
your base skill, roll 3d to determine the outcome. If the total rolled on the dice is less than
or equal to your effective skill, you succeed,
and the difference between your effective skill
and your die roll is your margin of success.
Example: If you have effective skill 18 and
roll a 12, you succeed; your margin of success
is 6.
If you roll higher than your effective skill,
you fail, and the difference between the die
roll and your effective skill is your margin of
failure.
Example: If you have effective skill 9 and
roll a 12, you fail; your margin of failure is 3.
Many rules use margin of success or failure to calculate results that matter in play, so
be sure to note it when you roll.
Critical Success
- A critical success is an especially good
result.
- A roll of 3 or 4 is always a critical success.
- A roll of 5 is a critical success if your
effective skill is 15+.
- A roll of 6 is a critical success if your
effective skill is 16+.
When you roll a critical success, the GM
determines what happens. It is always
something good! The lower the roll, the better “bonus” he gives you.
Critical Failure
- A critical failure is an especially bad
result.
- A roll of 18 is always a critical failure.
- A roll of 17 is a critical failure if your
effective skill is 15 or less; otherwise, it is an
ordinary failure.
- Any roll of 10 or more greater than
your effective skill is a critical failure: 16 on
a skill of 6, 15 on a skill of 5, and so on.
When you roll a critical failure, the GM
determines what happens. It is always
something bad – the higher the roll, the
worse the result.
Repeated Attempts
Sometimes you only get one chance to
do something (defuse a bomb, jump over a
crevasse, remove an inflamed appendix,
please the King with a song). Other times
you can try over and over again until you
succeed (pick a lock, catch a fish, analyze a
poison). Still other times you will not know
whether you succeeded or failed until it’s
too late to try again (translate an old treasure map, order in a French restaurant,
build a ship). Finally, there are times when
you are injured by failure but can afford to
fail a few times (climb a wall, impress a
savage tribesman).
The GM must use common sense to distinguish among these cases, according to
the exact situation in which the adventurers
find themselves.
Contests
Sometimes a situation arises in which two
characters must compare attributes, skills, or
other traits to settle a competition. The one
with the highest score doesn’t always win . . .
but that’s the way to bet. A “Contest” is a
quick way to handle such a competitive situation without playing it out in detail. In a
Contest, each competitor attempts a success
roll against the ability being tested – with all
applicable modifiers – and then compares his
result to his opponent’s. There are two different ways to make this comparison.
Quick Contest
A “Quick Contest” is a competition that
is over in very little time – often in one second, perhaps even instantly. Examples
include two enemies lunging for a gun or
two knife throwers seeing who gets closer
to the bull’s-eye.
Each competitor attempts his success
roll. If one succeeds and the other fails, the
winner is obvious. If both succeed, the winner is the one with the largest margin of
success; if both fail, the winner is the one
with the smallest margin of failure. A tie
means nobody won (in the examples above,
both fighters grabbed the weapon at once,
or the knives hit the same distance from the
bull’s-eye)
The amount by which the winner beat
the loser, the
margin of victory, is often important – success by 5
vs. failure by 5 generally means more than
success by 2 vs. success by 1! The winner’s
“margin of victory” is the difference
between his margin of success and the
loser’s margin of success if both succeeded,
the sum of his margin of success and the
loser’s margin of failure if he succeeded and
the loser failed, or the difference between
the loser’s margin of failure and his margin
of failure if both failed.
Regular Contest
A “Regular Contest” is a slow competition with much give and take – for instance,
arm wrestling.
Each character attempts his success roll.
If one succeeds and the other fails, the winner is obvious. If both succeed or both fail,
the competitors’ relative positions are
unchanged and they roll again. Eventually,
one character succeeds when the other
fails. At this point, the one who made his
roll is the winner.
The length of game time each attempt
takes depends on the activity, and is up to
the GM. In a combat situation, each
attempt takes one second . . . but in a
library-research contest, with the fate of the
world hanging on who finds a certain
obscure reference first, each attempt could
represent days of time.