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====Shifts and Tests vs Rolls==== ''Rolls'' are distinct from ''tests'', although the rulebook is not consistent about obeying its own rules on this matter; in essence, a roll is like a test with DN 0, but the fundamental distinction is that a ''test'' uses ''shifts'', while a ''roll'' counts all successes - ''shifts'' are dice rolls of 6 (2 successes at once) above and beyond what you need. If taking the shift away from the test would prevent you from succeeding, you don't count it as a shift. For example, Joe the Scum makes a Toughness roll and a Toughness test, DN 1. He rolls 1, 2, 3, 4, 5, 6 on both. On the roll, he had 4 total successes (1 for the 4, 1 for the 5, 2 for the 6). On the test, he had 2 - 1 for beating the DN, and a second for that 6, because he can subtract the 2 successes without failing the test. Had the DN been 3, he would have had only 1 success, despite the 6, because he could not have dropped the 6 and still succeeded. Additional successes on ''tests'' usually improve the result in some non-linear fashion; for example, when rolling to hit, a shifted die becomes a damage die, while for making a fire, a shift might make the fire bigger, or make it take less time to get going. Generally, it is up to the GM how to adjudicate what a shift does; the rulebook offers relatively little guidance on this, beyond the core concept that shifts should either get things done faster or get better things done. One of the few listed examples is that, 1/test, provided the DN was at least 1, a maximum of 1 die can be shifted into a Glory point. Additional successes on a ''roll'' are usually strictly linear - for example, the more successes you get on a Soak roll, the more you Soak. Note that ''tests'' and ''rolls'' are distinct in terms of any other rule referencing those terms - for example, many things, such as sustaining a Psykic Power, make tests more difficult ''without'' making rolls more difficult. =====Opposed "Rolls"===== The game also has opposed "rolls", which it refers to as both a "roll" and a "test" in the relevant rules block; which is intended is ''probably'' "test", as opposed rolls retain the concept of DN penalties, which ordinarily are not even defined for rolls (the distinction is important, because you can only ''shift'' - e.g. for Glory - on a ''test''. not a ''roll''). Specifically, both actors roll their relevant dice pool, but any DN penalties either would suffer is instead a bonus to the opposing pool (because this combines parallel caps - you can't have a bigger bonus than the maximum bonus for your tier, or a bigger penalty than the maximum penalty for your tier - into one combined cap, and because what this does is lower an actor's needed number from 1 per DN penalty to 2/3 per DN penalty, this means opposed rolling is intrinsically much easier for both sides than normal testing is). Whoever rolls higher is the winner (ties go to the instigator); it is not clearly defined anywhere whether or not the winner can ''actually'' treat the loser's roll as the DN on a passed test for the purposes of ''shift''s, so discuss with your GM.
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