1d6 Adding Dice for SkillsIn Swords and Wizardry Whitebox 3rd ed. there are only three classes: Cleric, Fighter, Magic-User. Any playing character regardless of class can succeed at any skill check by rolling a 1 or 2 using a d6 (33%). For every applicable Stat score above 15, an additional d6 is used during the check (56%). Additional d6 dice can be added per GM discretion (for example 3d6 = 70%). Explanation for statistical probability can be found at HERE and HERE For example a character attempting to pick a lock with a dexterity stat score of 10, would roll one d6 and try for a 1 or 2. If their dexterity stat score was 15 (or higher) they would roll 2d6 and would be successful if either dice was presented a 1 or 2.
*Stealth and Backstab is influenced by armour. If wearing Plate mail, all rolls are made with a +2. Chain mail stealth rolls are made at a +1, Leather stealth rolls are made at a +0, and Clothing stealth rolls are made at a -1, to the d6 dice roll. Shields are situational and up for GM discretion. *Backstab can only occur before the combat initiative roll is made. They are a +4 melee attack after a successful stealth approach. The weapon must be either a dagger or shortsword and inflicts 2d6+1 Damage *Halfings get to add a d6 to Dexterity skills for every level they obtain. For example a 3rd level halfling fighter gets to roll 3d6 (success on a 1 or 2) for Pickpocketing, Sleight of Hand, Backstab or Stealth. They would roll 4d6 if they had a 15+ in their Dexterity stat. This bonus is also made towards discerning traps. |