Just to clear up a few things about how we handle combat and or dice rolls here in Redmoon River.

Rolling for disciplines: A roll is not necessary for any discipline, unless it affects another player and that player asks for a roll. Otherwise, it can be assumed that the discipline succeeded."


Even through we do incorporate 2nd and 3rd Edition into our game, our combat/dice roll system is a little of both.

Rolling Dice:: To roll dice, figure out what combination if any you need to roll for whatever feat your character is trying to accomplish. For example your character rolls 6 dice and your dice roll consists of 7, 5, 3, 1, 3, 6 and the diff is 6 , you count the number of dice that is the same as or higher then the diff which in this case would be 2 and then you subtract any 1's that you rolled since 1's indicate a failure and is subtracted, so now you have only 1 success on whatever your character was trying to do.

Botch is when you have more 1's then successes, that is when something awful happens to your character or something completely opposite happens. Once again Botches are assigned at ST discretion on what will happen to the character who rolled the botch.

To roll your inits for a combat action or when inits are called you do so by adding your Dexterity plus your Wits together for a total amount and then roll 1 ten sided die and add to that total.

The command for rolling dice online is as follows: //roll-dice?-sides10 (replace the ? with the amount of dice you are rolling)

Combat:
     Stage One:  
Initiative: this is where it determines in what order your character will be taking and or declaring their actions. Each player must declare what his character is doing in as much detail as the ST requires.

At this point everyone needs to decide on what weapon to use, if any. Once it is decided on who goes first, any Blood Spending need to be DONE before you roll Inits., if you fail to do so, then whatever you were spending blood for does not kick in until the following turn, you are the only one who can spend blood for your character do not assume the ST did or anyone else, you the mun behind the character needs to declare it before your first action.

     Stage Two:
Attack:  the attack is the meat of the combat turn. It is where success or failure of an attack is determined.

     The Roll: There are three different types of attack rolls; the type of combat determines.
Firearms = Dexterity + Firearms
Melee = Dexterity + Melee
Hand to Hand = Dexterity + Brawl

The weapon used by the attacker determines the base difficulty of the roll. The number of dice rolled might be modified due to certain circumstances.  If no successes are obtained the character has failed his attack and no damage is inflicted. If a botch is obtained, then not only does the attack fail, but something nasty happens; up to ST discretion.

     Dodging: Anytime someone attacks a character, that character has the option of dodging. In fact, at any time, a player may announce that they are going to “Dodge”  BEFORE the opponent makes the attack roll. In some cases a dodge may not be allowed, it all depends on the circumstances, such as in confined quarters or if your character has been surprised. The difficulty for dodging an attack is base 6 unless the ST determines it might be higher or lower due to circumstances.

     Stage Three:
Resolution: In this stage, characters determine the damage inflicted by their attacks and the ST describes what occurs in the turn. It is a mixture of game and story, for though the dice never lie, some things are still left up to ST discretion.
Damage: Each weapon or attack allows the weilder to roll a certain number of dice in order to cause damage (diff 6). Each success means the target loses one Health Level.

Soak:  A target may make a roll to see how much damage she “soaks up” due to her natural hardiness. The target rolls Stamina + Fortitude (diff 6); every success reduces the damage by one.

Damage and Soak rolls are the only rolls that a Vampire cannot botch.