Most attribute tests require rolling 2D6, adding the value of the attribute to the result. If you get a result equal to or greater than 10, the test will be successfully passed. If a different result is required, it will be indicated appropriately.
On the other hand, there may be modifiers to the rolls which may vary depending on the circumstances. A result of double 1 (without modifiers) when performing an attribute test will always be a failure, a critical failure (it will be so in any case, even if you have skills that allow you to repeat results of 1).
A result of double 6 (unmodified) will always be a success (except in those cases in which an opposed roll is required).
NOTE: A result of 12 obtained with a double 6 is a double critical (see Rulebook page 39). But a result of 12 obtained with a roll of dice that is not double 6, but the result of applying a number of modifiers will not be regarded as such. Modifiers may increase or decrease the result of a roll, but the critical hits and critical failures made during the game are applied as such without taking the modifiers into account.
The following attributes include any modifiers.
|-2 or less||2.7%||double 6 always succeeds|
|7 or more||97.2%||double 1 always fails|
In certain cases, such as melee combat, Initiative rolls, and dispelling attempts, an opposed dice roll must be made. This will mean that each character involved in the engagement will roll 2D6 and add the required attribute. The winner is the player with the highest score, once all modifiers have been applied. If there is a tie and there is no indication about how to break the tie, the roll must be made again.