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4d6 Wall ®

Role-Playing System
CREATED BY
Maurice Evans

Game Elements
Volume 1
Basic Dice Rules

© 2019 Universe of Action, LLC


INTRODUCTION

With the upcoming release of our flagship


product, the 4d6th Wall Role-Playing System, we
wanted to give you the opportunity to get familiar
with some of the basic elements of the game.
4d6th Wall has a lot in common with many RPG’s
you’re probably already acquainted with but it also
has some interesting new features as well.
In this booklet we’ll cover the Basic Dice Rules of
the game:

FOUR DICE FOR EVERYTHING!

Success Rolls
Whenever you attempt to do something that has
a chance of failure, you will roll four six-sided dice
against a Target Number (TN for short) ranging
from 1 to 5. Any die that rolls equal to or less than
the target number is considered to have scored a
Success. The more dice you score, the better you
do against the odds. If no dice score, the roll is
considered a Failure.

To give you an idea of a roll’s margin of success,


the game uses the following descriptions:

Fair (1D) one die of success


Good (2D) two dice
Great (3D) three dice
Superb (4D) four dice

2
Modifiers
At times you will use modifiers to change the
score of your basic roll. For example, if you have a
bonus of +2D to your roll, you would add two dice
to the result of your basic roll.
For more difficult tasks, you will apply a penalty
to your roll. For instance, if you had a modifier of
-1D, you would subtract one die from your score.
Modifiers are cumulative but you can never have
a bonus better than +3D, nor suffer a penalty
worse than -3D.

You cannot attempt a success roll if you suffer a


penalty of -8D or worse. The odds are stacked too
much against you.

Basic Success vs. Effective Success


Your base success is the number of dice you
score before any modifiers are applied. Your
effective success is the final number of dice scored
after any modifiers are calculated.

The maximum effective success you can score


(even with a bonus) is four dice (4D). A penalty
however, can reduce your roll to a failure.

THE MISHAP DIE


Whenever you roll a failure, look for the die that
rolled the lowest number. This is called the mishap
die, and if it rolled two or more than the target
number, you suffer whatever mishap the rules
specify.

3
TYPES OF ROLLS
Below are some of the more common dice rolls
you will come across in 4d6th Wall. Each covers a
different situation, but the basic mechanic remains
the same.

Success Roll: Rolled when you use an ability or


skill that has a chance of failure.

Attack Roll: Rolled when you to take aggressive


action.

Opposed Roll: is a special type of roll in which you


try to defend yourself from action taken against
you. If you roll a higher effective score, you fully
defend yourself.

Damage Roll: Made after you land a successful


attack.

Trauma Roll: Rolled to fight against the effects of


damage you sustain

Mortality Roll: A particularly dire roll made to stay


alive when you’re mortally wounded.

JUST THE BEGINNING!


That’s the foundation of the dice rules. There’s a
good deal of nuance covered in the Core Rule Book.
In the next booklet we’ll introduce the 4d6th Wall
Character Sheet.

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