Highest Number of Aces (6s) Succeeds, Highest Number of Successes (4 & 5s) succeed if Aces tie. If all tie, a Stalemate occurs
For physical attacks, add strength + weapon or attack damage for total Damage.
If Rival has armour or fortitude, enter AC or fortitude to attack roll for correct damage results.
Actions which do damage require Hit Rolls to determine type of damage.
MR can be used to resist any arcane power or direct spell so long as roll succeeds.
On botches, take half damage of botched roll. Some characters have special penalties for botching and failures on spells.
Death blows require a crit to succeed, and in some games a natural twenty for a death crit. TMK allows regular crits on NPCs and requires natural twenties on PCs for a death blow to succeed. A character dying of multiple hits does NOT count as a death blow.
Use Wild Card Dice: for chance and resistance rolls. Use numbered rolls when you want to see the actual rolls, for straight up aces or highest total rolls, and for LoD rolls. Use the wild card hit dice when you want to see the hit roll.
Use Stat Dice: for campaigns and when you want the dice to do the work for you.
Subtract damage totals from HP and check losses for end results of combat scenarios.
Hit Scale
1: always MISSES, do not add HB
2-9: MISSES, add HB
10-15: Hits for NORMAL damage or power, add HB
16-19: hits as called for CRITICAL damage or power, death blows succeed on natural crits
20: always HITS as called for CRITICAL damage or power, death blows succeed on natural 20s.
Normal Damage: PA is weapon or attack damage+strength=damage, MA is magic level + successes.
Critical Damage: PA is damage x 2; MA is Magic Level x 10 + successes.