<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=260870.msg12910179#msg12910179">Quote from: Blythe on 16-01-2017, 19:40:20</a></div></div><blockquote class="bbc_standard_quote">Hey, Hairy--I'm thinking Kazuhiro's not likely to know where the Ikeda household is; he will probably want to explore the city to get gossip, directions, and possibly look for a good gift. (If I need to roll anything, how do I do that? I'm still kind of struggling to figure out L5R's rolling system)<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Ok, L5R uses a roll and keep system. Roll X+Y dice, keep X. X is your Trait, Y is your skill.<br/><br/>If I have to make a Courtier roll, I'm using Awareness + Courtier as my roll. Let's say I have 3 Awareness, 4 Courtier. I roll 7 dice and keep 3 of them. Generally I'll want to keep the best three, but sometimes I may not want to (inflicting damage in a duel, say, I might want to pick the lowest dice)<br/><br/>Anyways, I roll my 7 dice. Here's one I prepared earlier<br/><br/>Roll Result: hairyheretic rolled: 7d10, keeping 3 dice, overroll at 10<br/>Comment:<br/>Result: 7, 1, 2, 17, 3, 1, 3,<br/>Total: 27<br/><br/>The 17 is an exploding dice. A dice explodes in L5R if I roll a 10 on it. If I keep rolling dice, it keeps exploding. Highest I think I ever saw on one dice was in the region of 45.<br/><br/>You roll your check against a Target Number. Equal or beat the number, you pass. Roll lower, and you fail whatever you're trying to do.<br/><br/>In some cases you can take Raises. Raises will generally be needed to do something special, and each increases the TN of your action by 5.<br/><br/>Wounds will increase the TN of what you're trying to do. Other things can give benefits or penalties, but wounds are the most likely to come up in play.