--- alias: - play procedure - quick play tags: - rules - summary author: Seraaron license: CC BY 4.0 date created: 2021-07-21+1400 date updated: 2021-11-05 19:54 --- ### *Quick Rolling Procedure:* [[Agora]] primarily uses a [pool of six-sided dice](https://en.wikipedia.org/wiki/Dice_pool) to *simulate randomness* in play, to perform *non-trivial actions*, and to *resolve conflicts* generated by the fiction. **Use the following steps to remind you how to play any time you need to roll dice:** 1. [[Agenda|Find your agenda]], and turn it into *an action and objective(s)*. 2. **[[When to roll dice|Assuming you should even roll]]**, discuss the [[Difficulties and Consequences|consequences]], which [[Abilities|ability]] to use, and whether this roll should be a [[Using Checks and Tasks|Check or a Task]]: - **For [[Checks]] — Gather three dice** - Minus any [[Stress|stress]] in the ability you're using. - **For [[Tasks]] — Gather your [[Jobs#Levels in Context|Job dice]]** - Add dice from any relevant [[Assets and Gear|assets or gear]]. - Add bonus dice from any other sources or special advantages. - Minus any [[Stress|stress]] in the ability you're using. 3. **Roll the dice, and count a success for each die that *equals or exceeds your [[Rank|ability rank]]***. - You may [[KISSing|KISS]] any dice that fail you — using [[Kismet]] or [[KISSing#Insight|Insights]], by [[KISSing#Stunts|Stunting]], or with the aid of your [[Specialties]] — *to re-roll them*. - [[Helping]] allies may KISS dice for you, but this ties them to the consequences of the roll. 5. Whether you pass or fail depends on the [[Using Checks and Tasks|type of roll]] and the number of successes that you rolled: - **For [[Checks]] — You must get *2 successes* to pass**. - 1 success means *failure with a twist* — You don't get what you want, *but* something interesting happens. - 3+ successes is an *exceptional pass* — You get what you wanted, *and* something unexpected happens. - **For [[Tasks]] — You must get *successes ≥ [[Generic Difficulty Factors|difficulty factors]]* to pass**. - Each difficulty factor represents an objective to complete, a problem to solve, or an obstacle that stands in your way. - *Margin of failure* indicates how close you came to success, and which obstacles were overcome, but your agenda is ultimately unfulfilled. - If you succeed, take +1 [[Earning Experience|exp]]. If you failed, take +2. - **If you failed the roll and it was deemed [[Stressful Rolls|stressful]]**, then take a point of stress in the ability you rolled with. 6. **[[Let the dice fall where they may|Let the dice rest where they fell]]**, and continue roleplaying until. --- - **Next:** [[Quick Session Plan]] - **Previous:** [[Introduction]]