Dice rolling and skill checks

PLAYING THE GAME
In a roleplaying game, there is no winner or loser. You all win if everyone tells a good story and is moved by the drama of the tale. You lose if nobody has fun. However, to keep things moving along
during the course of the game you will be called on to roll dice to determine the outcome of critical events. Generally, “Skill Checks” may be called for in stressful situations. Walking down a clear hallway is not a stressful situation. Running down a rubble-strewn corridor while being chased by howling, slavering ghouls is. The following section outlines the basics of playing a game of Call of Cthulhu.

DICE ROLLING AND SKILL CHECKS
Different types of polyhedral dice are used to determine the outcome of events in a Call of Cthulhu session. You should be able to purchase a set of these dice in any good game store. You will want at least one each of 4-, 6-, 8-, 10-, 12-, and 20-sided die. You will also want to pick up dice referred to as “percentage” dice. These dice will have ten sides numbered “10, 20, 30, etc.” Dice notation in the game is simple. You will always know what type and number of dice to roll when you see something like “1D6” or “3D10.” The first number is the quantity of dice to
roll. The second number (after the “D”) tells you what type. So, “1D6” means to roll a single 6-sided die. “3D10” tells you to roll 3 tensided dice and add the values. If you ever see something like “2D6+6” that means to roll 2 six-sided dice, add them together, and then add six to that sum.

For the most part, dice are rolled as you normally would. Roll the dice called for in the rules, and read the uppermost number. One of the most common rolls you will make is a “percentile” roll. All skills, as well as Idea, Know, Luck and Sanity rolls start with a percentile roll. To do this, roll a percentile die as described above,and a regular ten-sided die. Then simply add the two numbers together. If the number you rolled is equal to or under the skill listed on your
character sheet, you have succeeded.
: Jane is rolling to see if her character
spots a zombie sneaking up on her in a dark graveyard. She has a “Spot Hidden” skill of 45%. She rolls
the two dice, getting a “60” on the percentile die,
and “3” on the ten-sided die. Adding them together, she gets a total of 63, well over her skill of 45%.
She never sees the zombie coming.

Generally, the Keeper for your game tells you when you can attempt a skill roll.
Additionally, when you successfully roll a given skill, put a check mark in the box next to it on your sheet. You can only get one check per skill at a time. At the end of the scenario, your Keeper will tell you to “roll for skill increases.” At this time, roll percentile dice against any checked skills. If you roll over the value of the skill, you can then add 1D6 points to the skill’s value. In other words, the more you know about something, the harder it is to learn
anything new, or get any better.

Dice rolling and skill checks

It only started as a small sacrafice ethertransmission