Dice Conventions

A set of alterations to the Storyteller System core mechanics.

The Rule of “1”

Ignore dice which come up”1” unless they outnumber the number of successes, in which case treat “1”s in excess of the total successes as botches.

Minimum Difficulty

The minimum difficulty for a roll is 2. Each level below 2 gives the character an automatic extra level of success, so long as the roll results in at least one success. A roll that fails or botches cannot be made into a success and you don’t get to combine this benefit with the “automatic successes” rule (below) – you have to roll to get the extra successes.

Automatic Successes

Dice Pool Diff 2 Diff 3 Diff 4 Diff 5 Diff 6 Diff 7 Diff 8 Diff 9
3 1
4 2 1
5 3 2 1
6 4 3 2 1
7 5 4 3 2 1
8 5 5 4 3 2 1
9 5 5 5 4 3 2 1
10 5 5 5 5 4 3 2 1

Instead of rolling dice, a character can take a number of automatic successes at a task; one success for each die in the dice pool above the difficulty number, as shown in the table.

  • No more than 5 successes can be gained this way.
  • Difficulty 10 tasks cannot produce automatic successes
  • Willpower points cannot add to these successes
  • The Storyteller might refuse to allow the “automatic successes” option in combat, Harrowings or other dramatic situations

Maximum Dice Pools

Each die above 10 in the dice pool confers an automatic success if the roll is successful. If you fail the roll, you don’t get the automatic successes.

This rule can be combined with “Automatic Successes” (above), but the maximum number of automatic successes gained in this way can never exceed 5. The table (below) shows how this works, meaning with 14 dice a character can claim 5 successes automatically on any normal roll.

Dice Pool Diff 2 Diff 3 Diff 4 Diff 5 Diff 6 Diff 7 Diff 8 Diff 9
11 5 5 5 5 5 4 3 2
12 5 5 5 5 5 5 4 3
13 5 5 5 5 5 5 5 4
14 5 5 5 5 5 5 5 5

Dice Conventions

Rime of the Restless Mariners Jon_Rowe