Alacrity asks only for a matched pair of ten‑sided dice—paint them different colours if you like, one for tens, one for ones—and you are fully armed for fate.
To make a percentile roll, first decide which die reads the tens. Cast them together, read the tens die first and the ones die second, and compare the resulting number to your skill. An 04 against a 60 % skill is a clean success; a 73 is not. If the dice tumble down as 01 you’ve scored the best possible result; if both show zero—“snake eyes,” or 00—the roll counts as 100, the worst outcome the table can imagine. When someone wonders how percentages work, remind them that a skill of sixty means any roll from 01 to 60 succeeds—six chances out of ten.
Occasionally, a rule calls for a twenty‑sided result. There’s no need to hunt for another die; simply add the two d10s together. The total will land somewhere between 2 and 20, giving a quick approximation of a d20 without breaking the flow.
Damage, armour, and a few other effects rely on multiple d10s. A longsword that deals 4d10, or plate that absorbs 5d10, is easy enough: roll your pair as many times as necessary and add the faces. One small handful of dice, and every throw destiny demands is at your fingertips.
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File Created: 04/28/2025 Last Modified: 04/28/2025