Roll Combat

One roll decides it.

Roll Combat publishes tabletop RPGs on a single core rules system: two twelve-sided dice, a Threshold to beat, and a choice about what failure costs.

Learn it once. Play it in every world.

Every Roll Combat game resolves a check the same way. Each game then adds its own Origins, Archetypes, gear and setting on top.

  1. Roll

    Roll 2d12 and add your Trait’s MOD. If you are Adept, you also add EXP and roll an extra die, keeping the best 2.

  2. Compare

    The GM sets a Threshold from 5 (Novice) to 30 (Expert). Meet it and you succeed.

  3. Spend Chance

    Miss it and you can spend Chance to turn the failure into a success. The worse the miss, the more it costs, and the GM adds a Complication.

See thresholds, failure and healing

Roll a check

Live rules

This is the real Roll Combat check. Set up a Persona, pick how hard it is, and roll.

Nothing rolled yet. The check is 2d12 plus your Trait’s MOD against the Threshold.

How hard is it?

Your total has to reach the Threshold. Taller means harder.

  • 5Novice
  • 10Easy
  • 15Standard
  • 20Challenging
  • 25Tough
  • 30Expert

The games

22 actions. 24 Effects.

The core rules are readable online while the Player’s Guide is finished. Every Effect has its own card.

Open the Core Rules

Effects marked “stacks” build up as charges.

Buy here. Read there.

Books, campaign subscriptions and bundles are sold on Roll Combat. The story and the lore live with each game. Lore home: knightverge.com.

Visit the store
  1. Buy

    Check out on Roll Combat with your account.

  2. Own

    Your library follows you to every game site.

  3. Play

    Read the campaign and open the virtual tabletop.