How to Play
๐ฒย โ Rolling the Dice, Shaping the Outcome
In Arkaders, when your hero tries to do something risky, cool, dangerous, or surprising, the dice decide the outcome. This makes the game exciting and unpredictable!
You describe what you want to do...
The Master sets the difficulty...
And the dice reveal your fate.

๐ฏ When Do You Roll?
The Master will ask for a dice roll when:
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There's a chance you might fail
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The action is dangerous or dramatic
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Your choice could change the story
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Youโre trying something beyond the ordinary

๐งช Common Reasons to Roll
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Jumping from one crashing skytrain to another
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Convincing a villain to stand down
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Hacking a glitch-ridden portal before it overloads
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Punching a ghost made of static and fire
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Solving an alien puzzle under pressure
๐ฎ If it feels cinematic, exciting, or riskyโit's roll time!
๐งฎ Step-by-Step Roll Guide
1. ๐ญ Describe your action
โI leap across the rooftop and try to grab the falling orb mid-air!โ
2. ๐ฉ The Master sets the Difficulty Number
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Easy: 8โ10
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Normal: 11โ14
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Hard: 15โ17
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Epic: 18โ20+
โCatching the orb while jumping? Thatโs Difficulty 14.โ
3. ๐ฒ Roll your dice
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Always roll 1d20
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Add +1d6 if:
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Your Class boosts the attribute used
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You're using an Item that fits the action
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Important Rule: If your Class and Item both apply, you still roll only one 1d6. Bonuses do not stack. This keeps the system fast and fair for all players.
4. โ Compare the total to the Difficulty
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If total โฅ difficulty โ Success!
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If total < difficulty โ Failure! (but maybe not a boring one)
โ ๏ธ Note on High Rolls
When using Token-Cards or bonus dice, your total roll result can exceed 20โthereโs no upper cap when comparing to a Difficulty Number.
However, other parts of the system (like Life Point damage or narrative effects) may still be capped at 20, or scaled narratively by the Master to keep the story balanced.

๐ Example 1 โ Agility Jump
๐ญ Master: โYou must leap the broken bridge. Difficulty: 13.โ
๐ข Player (Green Class, using speed boots): โPerfect, thatโs my Class and I have an Item.โ
๐ฒ Rolls 1d20 = 9
๐ฒ Rolls 1d6 = 4
โ Total = 13 โ
๐ญ Master: โYou sprint, flip through the air, and land just as the ledge crumbles. Nailed it.โ
๐ Example 2 โ Magic Puzzle
๐ญ Master: โThe code rune pulses. If you misread it, it might explode. Difficulty 15.โ
๐ต Player (Blue Class, using a spellbook): โIโm analyzing it with my Arcana Scanner.โ
๐ฒ 1d20 = 10
๐ฒ 1d6 = 5
โ Total = 15 โ
๐ญ Master: โYou solve it perfectly. The trap disarms and leaves a glowing key.โ

โ What Happens If You Fail?
Failure doesn't mean "nothing happens." It often means:
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Something funny happens
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You succeed but with a twist
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You create a new problem
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The story moves forward in a new direction
๐ญ Master: โYou tried to jump the chasm but fell short. Instead of falling, you hit a lever that opens a hidden door below. Unexpected win!โ

๐ง Master Tips for Setting Difficulty
| Difficulty | Description | When to Use |
|---|---|---|
| 8โ10 | Easy or routine task | Jumping a low fence, calming a friend |
| 11โ14 | Normal difficulty | Fighting a minor enemy, disarming a basic trap |
| 15โ17 | Challenging | Convincing a villain, surviving a firestorm |
| 18โ20+ | Epic, near-impossible feats | Rewriting a magical law, catching time mid-flow |