Roll to hit is a d20 + tier dice + (item bonuses if any).
Minimum at tier 1 is 1d20 + 1d4 = 2.
Minimum at tier 2 is 1d20 + 2d6 = 3.
Minimum at tier 3 is 1d20 + 3d8 = 4.
Minimum at tier 4 is 1d20 + 4d10 = 5.
Minimum at tier 5 is 1d20 + 5d12 = 6.
Tier 1 maximum is 1d20 + 1d4 + (item bonuses if any) = 24+(item bonuses if any)
Tier 2 maximum is 1d20 + 2d6 + (item bonuses if any) = 32+(item bonuses if any)
Tier 3 maximum is 1d20 + 3d8 + (item bonuses if any) = 44+(item bonuses if any)
Tier 4 maximum is 1d20 + 4d10 + (item bonuses if any) = 60+(item bonuses if any)
Tier 5 maximum is 1d20 + 5d12 + (item bonuses if any) = 80+(item bonuses if any)
| Chance to Hit | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 |
| Very easy | 4 | 6 | 8 | 10 | 12 |
| Easy | 8 | 10 | 15 | 20 | 26 |
| Medium | 12 | 16 | 22 | 30 | 40 |
| Hard | 16 | 22 | 30 | 40 | 52 |
| Very hard | 20 | 27 | 37 | 50 | 66 |
| Nearly impossible | 24 | 32 | 44 | 60 | 80 |
If the result is equal or less than the targets AC, it is a miss.
If the result exceeds the targets AC, then it is a hit!
The tier dice rolled for the attack determine the damage (base + tier dice), with no separate damage roll required. A second roll for damage is not required.
After the results of the attack is known, but before any other step, do the following:
- If the attack fails and for each die that lands on a 1 choose a “Failure card” from the top of the red deck.
- If the attack hits and for each die that lands on the highest number for that die choose a “Crit card” from the top of the green deck.
Then follow the instructions on the card(s). If multiple cards are drawn the player chooses which are used first.
Neither any avatar nor any foe may equip or attune items that cause their total AC to exceed the ‘nearly impossible’ value for their tier (e.g., 24 at tier 1, 80 at tier 5), except through temporary buffs, which may grant immunity to most damage for a short period.
