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Rules › W–X
In this chapter (38)
  • When to Roll
  • When the GM Rolls
  • Weather
  • Will Rolls
  • Wait
  • Wounding Modifiers and Injury
  • When Is a Weapon Ready?
  • Wait
  • Wait Maneuver Strategy
  • Wild Swings
  • Weapons for Close Combat
  • Whips
  • Whiplash and Collision
  • Writing It Up
  • Warrior
  • What Do They Look Like?
  • What Is a Race?
  • Watercraft Table
  • Water Travel
  • Weapon Fire from a Moving Vehicle
  • Who’s at the Wheel?
  • Weird Science
  • Weird Technology
  • Who’s Got the Sheets?
  • When in Doubt, Roll and Shout
  • Where Do You Get Your Ideas?
  • Writing Your Own Adventures
  • Weapons and Armor
  • Wealth and Status
  • Wealth Level
  • Worlds Within Worlds
  • Which One Is Ours?
  • Weird Parallels
  • Where Am I?
  • Worlds That Break the Rules
  • White Star Trading
  • Waste-Disposal Companies
  • World-Jumpers

W–X

  • When to Roll
  • When the GM Rolls
  • Weather
  • Will Rolls
  • Wait
  • Wounding Modifiers and Injury
  • When Is a Weapon Ready?
  • Wait
  • Wait Maneuver Strategy
  • Wild Swings
  • Weapons for Close Combat
  • Whips
  • Whiplash and Collision
  • Writing It Up
  • Warrior
  • What Do They Look Like?
  • What Is a Race?
  • Watercraft Table
  • Water Travel
  • Weapon Fire from a Moving Vehicle
  • Who’s at the Wheel?
  • Weird Science
  • Weird Technology
  • Who’s Got the Sheets?
  • When in Doubt, Roll and Shout
  • Where Do You Get Your Ideas?
  • Writing Your Own Adventures
  • Weapons and Armor
  • Wealth and Status
  • Wealth Level
  • Worlds Within Worlds
  • Which One Is Ours?
  • Weird Parallels
  • Where Am I?
  • Worlds That Break the Rules
  • White Star Trading
  • Waste-Disposal Companies
  • World-Jumpers

When to Roll

Basic Set: Campaigns · p.343

Open source p.343 ↗

To avoid bogging down the game in endless
die rolls, the GM should only require a suc-
cess roll if there is a chance of meaning-
ful failure or gainful success. In par-
ticular, the GM should require suc-
cess rolls when . . .

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