Moves and Dice<br/>Most moves include the phrase “roll+x” where “x” is one of your character’s ability modifiers (CON for example). Unless the move tells you otherwise, that “roll” always means that you roll two six-sided dice and add their results to the value of the modifier. Some moves will have you add some other value to your roll instead of an ability modifier.<br/><br/>I’m making a move that asks me to roll+STR and my STR modifier is +1. I rolled two six-sided dice, got a one and a four. My total is six.<br/>The results always fall into three basic categories. A total of 10 or higher (written 10+) is the best outcome. A total of 7–9 is still a success but it comes with compromises or cost. A 6 or lower is trouble, but you also get to mark XP. Each move will tell you what happens on a 10+ and a 7–9. Most moves won’t say what happens on a 6-, that’s up to the GM<strong> but you also always mark XP</strong>. Damage rolls work a little differently. They use different dice depending on who or what is dealing damage.<br/><br/>Emphasis mine.