Check or save
Roll d20 and add the ability. Meet the DC to succeed. A natural 20 deals an extra strike; a natural 1 invites something horrible.
Base save DC is 15.
Click a die to add it and right-click to take one away, or type a roll like 2d6+3, 4d6kh3 or d100.
The checks and tables the rules lean on most. Each is one roll, read for you, and saved to your history. The full rules live in the Conflict Engine reference.
Roll d20 and add the ability. Meet the DC to succeed. A natural 20 deals an extra strike; a natural 1 invites something horrible.
Base save DC is 15.
When a strike lands, roll d6. Roll within your damage reduction chance and the blow is turned aside.
Light armor turns a blow on a 1, medium on 1 to 2, heavy on 1 to 3.
The GM rolls d6 at the start of a fight. On 1 to 3 the enemy acts first; on 4 to 6, the players do.
Nobody has drawn steel yet.
Some grim sorts are rare. Roll d100 and come in at or under the number to play one.
Humans need no roll.
On a natural 1 when casting
A failed spell costs a point of Presence and a roll on the arcane table. A failed miracle costs a point of Faith and a roll on the divine one.
The void is quiet. For now.
At zero strikes
Roll d12 on the table for whatever brought you down. Don't go looking for fights; you'll probably just end up dead.
Still breathing.
A broken or severed limb is chosen by d4: left arm, right arm, left leg, right leg.
All four, for the moment.