Flat Roll

To test simple, unmodified luck, the GM may call for a ‘flat’ roll. This simple roll is made on a d20, rolling at or below the target or opposing roll to succeed. “You grab hold of the anchor chain to pull, but a fish-man is pulling from below the waves! Let’s see who can roll lowest on a D20!


Player-Declared Skill Roll

Often during play, you will announce “I will roll my jump skill to leap over this creek!” or some equivalent. Roll 1d20 at or below that skill’s listed value to succeed. In some cases, a difficulty penalty will reduce the skill’s value. Note that many specialized or athletic actions are simply not possible without a working skill! “You strain to bend the bars, but without a Muscle skill, you accomplish nothing!


Called-For Defense Roll

Enemies do not make attack rolls! When attacked, the GM will ask you to roll Defense. Roll at or below this value to avoid injury from the incoming attack. An enemy stat, ATK, will act as a penalty to reduce your Defense rolls. “The serpent lashes out at you! The viper has ATK 3, so roll Defense with a -3 penalty!


Rolling Damage/Effect

There is no ‘to-hit’ roll in CROWN and SKULL! When you attack, you roll damage instantly! This roll can use a wide variety of dice. Add the total rolled for damage inflicted. This roll can be reduced by an enemy stat called DEF.


Yes/No Rolls

When important yes/no questions come up, and the GM doesn’t have an answer, roll 1d6.

  • 1, 2, 3: NO.
  • 4, 5, 6: YES.

All Other Rolls

How long until the boat arrives? How many houndmasters are there? How tall is the statue? How much armor does this knight have? All kinds of numbers are needed and rolled for in play. Be flexible, ready for anything, and trust the dice absolutely.