Late Legends features two different types of dice rolls, a d20 roll and a d100 roll (using 2d10). To perform a roll, roll said dice and add the applicable bonus from the legend to get the result. Here is how they work:
D20 - Abilities
The d20 rolls are used for abilities and follow the rule ‘Meet it to beat it’, meaning that difficulty 16 is succeeded if the legend’s result is 16 or higher. This applies for:
- Ability rolls for a legend to perform various actions.
- Saving rolls to attempt to reduce or negate an incoming effect from a skill or other event.
D100 - Attack and defending
The d100 rolls have a fixed difficulty, the roll will be succeeded if the total result is higher than 100. This applies for these rolls:
Critical roll
A legend can deal damage by attacking. Each attack allows the attacker one critical roll for free to increase the power for the attack. Roll a d100 and add your critical chance to the result.
- 100 or lower, failure: the critical roll is failed, no bonuses are gained.
- 101 to 130, success: add Critical Bonus to the power for this attack.
- 131+, perfect: add Critical Bonus to the power for this attack and deal True Damage (10) on the target.
Block Rolls
You can attempt a block for either Physical or Magical Attacks. Spend one reaction stack to make a block roll. Roll a d100 and add your block chance (physical or magical depending on the attack) to the result.
- 100 or lower, failure: the block roll is failed, no bonuses are gained.
- 101 to 130, success: add block bonus to armor for this attack.
- 131+, perfect: add your block bonus to armor for this attack and deal True Damage (10) to the attacker.
Dodge Rolls
You can attempt a block for any attack. Spend two reaction stacks to make a dodge roll. Roll a d100 and add your dodge chance to the result.
- 100 or lower, failure: the dodge roll is failed, no bonuses are gained.
- 101 to 130, success: Move to a free tile within 1m and completely avoid damage.
- 131+, perfect: Freely move to a free tile within 3m and completely avoid damage.
Advantage and disadvantage
In skills and artifacts, a legend can receive advantage or disadvantage to either improve or reduce the chance of succeeding the roll:
- Advantage: The roll can be attempted twice, keep the highest result.
- Disadvantage: The roll must be attempted twice, keep the lowest result.
The effectiveness of advantage and disadvantage can stack, this means the following scenarios are possible:
- A legend has received an advantage on a critical roll twice, it can roll three times and keep the highest roll.
- A legend has received advantage and disadvantage on a dodge roll, which cancels each other out. Perform the dodge roll as normal.
- A legend has received disadvantage on a saving roll twice, it must roll three times and keep the lowest result.