The "rolling the dice" section says you get an extra die if you have an advantage, but that's the only occurrence of the word "advantage" in the rules. What qualifies as an advantage?
Thanks for the question. It actually says to add a die if you "exploit an advantage." It's not defined because it's not a game mechanics term here (unlike, say, in 5e). It's up to the GM and players to use the fiction established as they play to determine whether how a character is doing something should qualify as exploiting an advantage. Anything that has been set up in the game and invoked in the player's description of their actions that you feel should give them a significant boost in achieving their goal can qualify as an advantage.
Dumb Question: Does rolling against the Wizard include rolling against their minions? Otherwise, it's interesting that a high Number is only good for the climactic battle.
Not a dumb question! Since it's a binary choice, a really strict reading might leave you wondering how to roll sometimes when facing something that isn't literally the Wizard or a Mortal, so I intentionally left it a bit open to interpretation.
My preferred approach is to make the Wizard's minions a mix of mortals convinced to help them for one reason or another and various magical creatures that wouldn't exist if not for the Wizard, and to give the Mortals some problems that come from the Wizard and some that come from other Mortals. That way, the SkelJWs could have a mix of roll high and roll low when both trying to help Mortals and trying to go after the Wizard.
Environmental risks, traps, and other dangers that don't directly come from Mortals or the Wizard can be assessed based on who caused/initiated them, what purpose they caused the danger for, and/or who is aided by the danger's threat being realized.
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The "rolling the dice" section says you get an extra die if you have an advantage, but that's the only occurrence of the word "advantage" in the rules. What qualifies as an advantage?
Thanks for the question. It actually says to add a die if you "exploit an advantage." It's not defined because it's not a game mechanics term here (unlike, say, in 5e). It's up to the GM and players to use the fiction established as they play to determine whether how a character is doing something should qualify as exploiting an advantage. Anything that has been set up in the game and invoked in the player's description of their actions that you feel should give them a significant boost in achieving their goal can qualify as an advantage.
Dumb Question: Does rolling against the Wizard include rolling against their minions? Otherwise, it's interesting that a high Number is only good for the climactic battle.
Not a dumb question! Since it's a binary choice, a really strict reading might leave you wondering how to roll sometimes when facing something that isn't literally the Wizard or a Mortal, so I intentionally left it a bit open to interpretation.
My preferred approach is to make the Wizard's minions a mix of mortals convinced to help them for one reason or another and various magical creatures that wouldn't exist if not for the Wizard, and to give the Mortals some problems that come from the Wizard and some that come from other Mortals. That way, the SkelJWs could have a mix of roll high and roll low when both trying to help Mortals and trying to go after the Wizard.
Environmental risks, traps, and other dangers that don't directly come from Mortals or the Wizard can be assessed based on who caused/initiated them, what purpose they caused the danger for, and/or who is aided by the danger's threat being realized.
Okay, that fits with the approach I was considering, where some minions, the magic ones, count as Wizard. Thank you!