
Charge RPGBy Fari RPGs
Power Your Storytelling
Character Creation
Mechanics
Fiction First
Rolling Dice
Action Roll
Consequences
Determination Roll
Flashbacks
Momentum
Recovery
Fortune Roll
Team Work
Clocks
Progression
Projects and Complications
In a Nutshell
Preparing the Game
Hacking the Game
Community Resources
Conclusion
Extras
Rolling Dice
Charge RPG
The game uses six-sided dice. You roll several at once, which we call a dice pool, and read the single highest result.
- If the highest die is a 6, it's a full success. Things go well. If you roll more than one 6, it's a critical success and you gain some additional advantage.
- If the highest die is a 4 or 5, that's a partial success. You do what you were trying to do, but there is a consequence.
- If the highest die is 1-3, it's a bad outcome. Things go poorly. You don't achieve your goal, and suffer a consequence.
If you ever need to roll but you have zero (or negative) dice, roll two dice and take the single lowest result. You can’t roll a critical when you have zero dice.
Most of the game's mechanics revolve around this basic format.