Rules FAQ


Game Overview

  • What roleplaying system does the Vexith RPG use? The game uses its own custom dice-based, tabletop, roleplaying system.
  • What types of dice are used? One set of polyhedral dice is recommended for each player. Each set should include one die of the following types: four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), and twelve-sided (d12). The Vexith RPG does not use twenty-sided dice (d20) or percentile dice (d100).
  • How do die rolls work? Only a single die is rolled at a time, per each action. The type of die rolled is determined by your character's governing attribute rank for the corresponding discipline (the lowest rank rolls d4 and the highest rolls d12). For instance, the Climbing discipline would use the Strength attribute's die. Modifiers are often applied to a die's result and the total is compared against a Success Value (SV) befitting the task or against an opponent's stat, such as when making a Melee Precision check against an enemy's Defense stat to determine if the attack hits. Die rolls may also max, and checks can also critically fail or critically succeed (see below).
  • What is Maxing? Maxing, also known as exploding in other games, occurs whenever you roll the maximum value for the die (4 for d4, 6 for d6, etc.). When this happens you immediately roll the die again and add both of the results together. Maxing continues until the die’s maximum value is no longer rolled. You then apply any additional modifiers as you normally would. For instance, if you roll an 8 on a d8, then roll another 8, then a 5, your total result would be 21 (8+8+5); any additional modifiers would then be applied.
  • What are critical failures? Whenever a 1 is initially rolled on the die for a check, regardless of the modified result, the same die is immediately rolled again. If the new roll is either a 1 or a 2 then your character has suffered a critical failure! This means that the check automatically fails, and the GM will select an appropriate mishap to befall your character. Attacks and spells have specific tables that are used to determine the specific outcomes of a critical failure, such as dropping your weapon or hitting an ally by mistake.
  • What are critical successes? A critical success occurs whenever the total result of a check is 5 points higher than the SV (or the defender’s opposed check or stat). This means that the action was exceptionally successful! Many actions have specific benefits for rolling a critical success.
  • Can characters attempt multiple actions during their turns? Yes. A character may freely move her base movement stat each round and may attempt any number of actions. Each action beyond the first imposes a cumulative -2 penalty to all actions attempted during the round. For instance, attempting one action would impose no penalty, attempting two actions would incur a -2 penalty to both actions, attempting three actions would incur a -4 penalty to all three actions, and so on.
  • Does the game require a movement board? Yes, combat and other tactical situations typically require a movement board that divides the playing surface into 1-inch squares. A surface that is compatible with dry-erase markers is probably the best option.
  • How does creature size affect your character? Being bigger provides an overall advantage to your character. Bigger creatures hit harder, absorb more damage, move faster, reach further, fair better against combat maneuvers, and can manipulate greater weight. However, smaller creatures are more accurate, defensive, stealthy, and their equipment is generally less expensive; most smaller playable species also possess numerous and/or potent abilities to help bring them up to par.



Core Rulebook V1.0

  • Chapter 1: Disciplines: Perception: Appraisal [p. 24]: This discipline was adjusted so that a single check reveals whether an item is magical, identifies its effects, and gauges its approximate value. Gauging the value of a magical item was also changed from SV 8 to a varying SV according to its respective tier (per the table).
  • Chapter 5: Spell Effects: Animated Minion [p. 136]: The first paragraph of this spell effect was adjusted to remove a contradiction regarding when minions may act. It now reads as follows: This spell effect creates a specific animated minion in the form of either an Elemental creature (elemental magic only) or an Undead creature (Shadow magic only), which serves and/or fights for the caster. Most animated minions share their caster's turn and may act immediately upon the spell's completion. Each minion requires its own separate spell.
  • Chapter 5: Spell Effects: Shapechange & Summon Creature: Totems [p. 160 & p. 164]: The rules for creating totems were expanded and clarified. The second paragraph under each spells' Totems section now reads as follows: Totems can also be crafted via the Taxidermist profession by succeeding on a check of SV 8. An attempt requires six hours and must begin while the corpse is still fresh—within one day of its demise or while affected by the Preservation spell effect. Only one attempt can be made since the process mutilates the corpse.
  • Chapter 7: Creature Traits: Spell-Like Ability [p. 282]: This trait's first bullet point has been rewritten to explain that natural spell-like abilities do not require the use of a free hand or verbal commands. It now reads as follows: A spell-like ability may be the result of either natural or magical origins. Natural abilities use the Constitution discipline and do not require a free hand or verbal commands. Magical abilities use a designated spellcasting discipline, as determined by the particular spell effect, and require a free hand and verbal commands (except for mental spells [M]); spells with a choice of disciplines, such as Resistance: Heat, must specify which they always use.
  • Chapter 7: Eagle/Falcon/Hawk Template [p. 291]: The Fly box should list the animal's Flight Speed stat as 9 instead of being marked out.
  • Chapter 7: Snake Template [p. 299]: The Jumping discipline should be untrained and marked out since snakes possess the Awkward Form: No Legs trait. This change also causes the snake's CPV to be reduced to 44 and the Rattlesnake variant's CPV to be reduced to 51.
  • Appendix: Character Sheet (front side) [p. 311]: Fate should instead be listed as Fortune. The Vexith RPG uses Fortune points to allow PCs to influence or potentially change the outcome of events. The term Fate was used throughout the game's development but was changed just prior to its release in order to avoid confusion with another commercial roleplaying system that happens to go by the same name.

Core Rulebook V1.1

  • Chapter 2: Advantages: Repel Undead [p. 49]: The following sentence should be added to the end of the first paragraph: Mindless undead make fear checks against their Concentration stats and react as docile beasts if terrified.
  • Chapter 2: Advantages: Witch [p. 57]: The Rank 3 polymorph ability should state that it has a distance of reach and may only affect living creatures.
  • Chapter 6: Playable Species: Yuellok Inherent Traits: Atrophied Limbs [p. 245]: This trait has been revised to also restrict the Jumping discipline from being used or trained.

Module: Festival of Fortune V1.0

  • Tournament: Round One: [B] Illusion Pit Trap [p. 14]: The trap's disarming Tinkering SV is missing. It should be listed as SV 5 (requires Runebreaking).