Pick a move, then roll.
Your vagabond's stats (they stay in this browser):
A forward bonus counts on your next roll only, so the roller clears it after you roll. An ongoing bonus stays until you change it. "Other" is for anything else the table agrees on, such as a modifier from another vagabond helping or interfering.
Reading the Roll
- 10 or more, a strong hit: you do it, and the move gives you its full result.
- 7 to 9, a weak hit: you do it, but with a cost, a complication or a hard choice. The move tells you what.
- 6 or less, a miss: things don't go your way, and the GM makes a move. A miss moves the story on; it isn't a dead end.
Root has no advantage or disadvantage dice: bonuses come as +1 forward or +1 ongoing from moves and gear. Starting stats run from −1 to +2. See Moves & Mechanics for what each move does on each result.
Exact Odds
Worked out from all 36 ways two dice can land, not by simulation. The highlighted row is your current roll.
| Total modifier | Strong hit | Weak hit | Miss |
|---|
Every +1 counts. Going from +0 to +2 cuts your chance of a miss from 41.7% to 16.7% and raises your chance of a strong hit from 16.7% to 41.7%.
Where to Go Next
- Moves & Mechanics: The basic moves, roguish feats, weapon skills and harm.
- Playing Root Solo: The same 2d6 roll turned into a yes/no oracle.
- GM's Toolkit: Trackers and generators for the table.