In Magical Mercenaries, there are only two total dice: 2D6. These are what you will roll every time you need to do something, be it as simple as making a pie, or as extreme as jumping off a building onto the shoulders of a giant robot. You roll the two dice, sum their results together, and use the final number as your final result.
The way you know you’ve achieved something is if you’ve gotten a result equal to or higher than the difficulty of the test, a number you have to reach depending on how complicated or feasible a task is. These are:
Outside of normal dice rolls, sometimes, in combat against someone else, you also need to do a fighting test. Fighting tests work differently from normal tests in which, instead of using a set difficulty you have to achieve, you need to surpass your enemy’s defense with an attack.
This means that both of you roll 2D6, and whoever’s final result is highest wins. If the defender wins, they block the attack, and only take 1 damage. If the attacker wins, however, the defender takes the same number of damage as the attacker’s final result.
When any of the two dice gets a 6, your roll is now considered a critical strike.
When that happens, you roll a third dice (if you want, just roll the dice again), and add the result of that dice together to your final result. This can happen to both dice, of course, which just means your attack instantly hits.
Initiative is what decides who will go first in a battle. At the start of every fight, everyone rolls 2D6. Highest rolls go first, and the order follows in a decreasing order.