Rolling Dice
Momenta Core Rules · Moment 1 · The Basics · Chapter 03
Roll a pool of d6. Each die showing 5 or 6 is a success. Count your successes. The number of successes determines the result of the roll, split into four result bands plus an optional overflow band:
| Successes | Result Band |
|---|---|
| 0 | The weakest defined outcome, colloquially named a graze. However, even the lowest band result will usually do something, and will rarely result in “nothing happened”. |
| 1 | A slightly better outcome. |
| 2 | An even better outcome. |
| 3+ | Best possible outcome. |
| Overflow | For every additional success above 3, apply the listed effect per additional success. |
Every roll will define what each result band represents.
Always round down. Any division or fractional value in the game rounds down by default, unless specifically called out.
Dice Pool Size
The number of dice rolled depends on the attribute used for the roll, adjusted by modifiers. Typical dice pools for starting characters: 2-4 dice. Veterans: 4-6 dice. Legendary heroes: 7+ dice.
Reference probabilities:
| Pool | 0 success | 1 success | 2 success | 3+ success |
|---|---|---|---|---|
| 1d6 | 67% | 33% | - | - |
| 2d6 | 44% | 44% | 11% | - |
| 3d6 | 30% | 44% | 22% | 4% |
| 4d6 | 20% | 40% | 30% | 11% |
| 5d6 | 13% | 33% | 33% | 21% |
| 6d6 | 9% | 26% | 33% | 32% |
| 7d6 | 6% | 20% | 31% | 43% |
| 8d6 | 4% | 16% | 27% | 53% |
Modifiers
Modifiers adjust the number of dice rolled in the dice pool.
- +Nd bonus - add N dice to the pool.
- -Nd penalty - remove N dice from the pool.
- If a roll is affected by multiple modifiers, add them all together (with bonuses netting out penalties), then roll.
Rolling with Zero Dice
If a dice pool results in rolling 0 dice or fewer:
- Roll 2d6 and take the lowest die
- If the lowest die is a 5 or 6, it counts as one success
- Patterns do not apply
Reference probabilities: 11% for 1 success, 89% for 0 success
Types of Rolls
Action roll - Every dice pool roll in Momenta is an action roll. Build the pool from one of the attributes, then apply modifiers (±Nd). Some action rolls are opposed. In narrative play, if the character has a Thread that is applicable to the situation at hand, they can make the action roll with a +2d bonus.
Attack (a.k.a. attack roll) - Attacks are action rolls made to inflict harm or another undesirable effect on a target. Threads do not apply to attacks, and attacks can usually be opposed by the target’s defenses.
Opposition roll - This is an action roll made to oppose someone else’s action roll. Subtract the opposition roll’s successes from the opposed roll’s successes; the result (minimum 0 successes) is the roll’s effective successes. Result bands are always read from effective successes, and an attack reduced to 0 effective successes becomes a graze. When opposing an attack, an opposition roll can also be called a defensive roll.
Luck roll (a.k.a. testing your luck) - A luck roll is an action roll using the LUCK attribute that is a straight roll that does not apply any modifiers. Momentous Feats and other similar abilities that change the number of successes of action rolls do not apply to a luck roll. This is the only way the LUCK attribute can be used for a dice pool roll. Nothing ever opposes a luck roll, although sometimes a luck roll can itself serve as an opposition roll.