Player's Handbook · Chapter 3

Rolling the Dice

When you attempt something with a real chance of failure and a real consequence, you make an Action Roll. Root and Stem uses graduated dice: the size of the die you roll grows with your odds, and the result is graded on a five-point scale instead of a simple pass or fail.

How Your Die Is Chosen

Before you roll, compare your total bonus to the challenge. That ratio is your Skill-to-Challenge Ratio (SRC), a percentage from 0% to 100%. The bigger your SRC, the bigger the die — and the easier a clean success becomes.

SRCDie
0% – 15%d4
16% – 25%d6
26% – 35%d8
36% – 45%d10
46% – 49%d12
50% – 64%d20
65% – 100%d100

Smaller odds mean a smaller die, which is exactly the tension you want: a long shot rolls a d4, a confident expert rolls a d100.

The Five Tiers

Every roll lands on one of five tiers:

TierResult
1Critical Failure
2Failure
3Partial Success (success at a cost)
4Success
5Critical Success (Apex)

You build the Final Value of your roll like this:

Final Value = Die Roll + PROF_MOD + GRACE (clamped) + flat bonuses

PROF_MOD is your proficiency — a silent floor that rides every roll and also feeds your SRC. GRACE is the dynamic Creation–Entropy meter (−10 to +10) that shifts as the scene unfolds. Where your Final Value lands on the die's tier table decides your outcome. Difficulty is expressed as a required tier: Trivial needs 2+, Easy and Standard need 3, Hard and Very Hard need 4, and Heroic or Nearly Impossible need 5.

Your Stats and Modifiers

Six Root Stats describe who you are — STR, DEX, CON, INT, WIS, CHA. At level 1 you have 15 points to spread across them (0–6 each), and each score's modifier is floor((score − 5) / 2).

From those scores grow six Stem Modifiers, the aptitude totals that feed your SRC:

StemMade from
PHYSSTR + DEX + CON
PSYINT + WIS
RSVCON + DEX
MGCINT + WIS + CHA
GUIINT + DEX + CHA
PROFstatic, never decreases

Pick the relevant Root Stat and Stem Modifier for the action, add any skill bonus and your PROF_MOD, and you have your Total Roll Bonus — the number that becomes your SRC.

Saves and Contested Rolls

A save is a graduated roll you make to resist something happening to you — a Luck Save uses the next die tier up and a bounded target so pure chance stays fair at every level. See the Core and The Roll chapter of the rules for the full Luck Save math.

In a contested roll, two sides work directly against each other — sneaking versus a guard's eye, a lie versus a sharp read. Both of you roll, and the higher Final Value wins. Ties go to the defender.

Manual updated Aug 29, 2026.