Dice rolling is loosely based upon the Star Wars (TM) system. A skill is rated with a 'D' value that may or may not also have a '+' value trailing it. When rolling that skill, the player or GM takes a number of 6-sided dice equal to the 'D' value (the number preceding the 'D') and adds the '+' value directly to it. Thus, if the skill value is '3D+1' the player rolls 3 6-sided dice and adds 1 to the result. This is complicated by use of the 'wild' die. The wild die can drastically affect dice rolls for better or worse. Designate 1 die out of every roll to be the wild die (if you're only rolling 1 die, it is automatically the wild die). Make sure that it is different from the rest so you can tell which one it is. Classically, it has been black, but other popular ones have included a black one with a skull instead of a 1 (for reasons we'll see below), a radically different colored die, a die with music notes, or even a die with a squirrel as the 1. If the wild die rolls a 6, add a 6 to the total and then roll the wild die again, adding that number ALSO to the total. This is known as a success. If the wild die rolls a 1, subtract the highest rolled die from the total and then roll the wild die again, BUT DO NOT add that number to the total. This is known as a botch. Successes and botches cancel each other out. So, if a 6 was rolled on the wild die, and then a 1, that would cancel out the +6 given by the success. Also, if a 1 is rolled on the wild die, then a 6, the highest die would NOT be subtracted. In all cases, the wild die MUST be rerolled, keeping an account of the number of successes and botches, until a number that is not a 1 or a 6 comes up on the die. Let's do an example. we roll 3D. We get: 3 4 1 --wild This is a botch. Next, we reroll the wild die. IF the wild die is a 2,3,4, or 5, we discard the wild die AND THE HIGHEST NON-WILD DIE ROLLED. In this case, we would discard the 4, and get a total of 3. IF we rolled a 1 on the wild die, we would also subtract the 3 and keep rolling. BUT, if we rolled a 6, we would cancel the botch (allowing us to keep the 4) and we would roll the wild die again. Note that the success cancels only 1 botch. If we were to roll 1,1,6,5 in sequence on the wild die, that would still be a botch, because the 6 only cancels one of the botches. Likewise, if we rolled 6,6,1,5, we'd still accrue 1 success, because the botch only cancels 1 success. Also, we'd get to add the 5, for a total of +11 to the other dice rolled. Another example. we roll 3D. We get: 3 6 1 --wild reroll wild 1 --wild reroll wild 3 We have 2 botches and no successes. This means that we discard the wild die, AS WELL AS the TWO highest dice rolled, which in this case is both dice. Thus, the total is zero, which is (needless to say) bad. You cannot botch enough to get a negative value. However, if you botch more than you have dice to discard, this may result in unpleasant affects. If you are rolling initiative and botch for 2 more dice than you have, you may not go that round. Generally, botching results in horrible consequences and may cause character death. Another example. we roll 3D. We get: 3 6 6 --wild reroll wild 6 --wild reroll wild 3 The other side of the coin. We have 2 successes, which are worth +6 each, for a total of +12. we also add the 3, which results in a +15 modifier to the roll, for a total of 24. Note also that if we were attacking something, we would have critically hit it (at least 1/3 of the dice rolled must be a 6, minimum of 3 6's). That would be assuming that we'd even hit it--high dexterities can evade a roll of 24. If 1/3 of the dice rolled are 6's this is a critical success--something good happens. If 1/3 of the dice rolled are 1's, this is a critical botch. Something bad happens.