World of Dungeons - Hack

Game Rules

Rolling the Dice

When you attempt something risky, sum 2d6 and add one of your attribute scores, based on the action you're taking. (The GM will tell you some of the possible consequences before you roll, so you can decide if it's worth the risk or if you want to revise your action.) A total of 6 or less is a miss; things don't go well and the risk turns out badly. A total of 7-9 is a partial success; you do it, but there's some cost, compromise, retribution, harm, ect. A total of 10 or more is a full success; you do it without complications.

SKILLS: If you have an applicable skill, you can use one of your six stats and you get an additional +1 Forward (+1 bonus to your roll until that task is resolved).

DM Rolling Dice

The DM is allowed to roll dice, usually to determine wandering monsters, random monster amounts, and other such deductions using d6's.