Rolling in RoA

If you decided to play this RP as a table top there is going to be a certain way to play with dice rolling. Rolling in RoA is a bit different than other table top which will be explained by the following.

Attack Roll
An  attack roll  represents your attempt to strike your opponent on your turn in a round. When you make an  attack roll, you roll a d20 and add your attack bonus. (Other modifiers from abilities may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

1d20 + Strength - Armor - Endurance = Damage

Initiative Roll
At the start of a battle, each combatant makes an initiative check. The Initiative check is there to insure who will go first in the battle. If it is a 1 v 1 Both players will roll 1d20, highest number goes first. If this is a player vs GM battle the GM will always go last and the team will roll initiative to see who in their team goes first based off the highest number. If anyone is to tie, person with the highest perception will go first. If perception is tied it'll be based off of agility/endurance.

Success Rolls
There are a few amounts of success rolls. Each success roll is based off of what you are doing in the game.

Charisma Rolls:  A CR is the result of talking to someone and trying to get something out of it. If you are lying, bargaining, persuading, using body language or anything of the sort. You would roll 1d6 and add your Charisma. The person they are trying to persuade will do the same as well. This includes the GM.

Perception Rolls: When you are in a new place it's always good to do a perception roll. Perception lets you know what you can see and if there is anything around that the GM may not have told you. To do a perception roll it is 1d6 + your Perception. The higher your number the more the GM can tell you. You may also do Perception rolls if you think someone may be sneaking up on you.  

Stealth Rolls: Stealth Rolls indicate that you are hiding from someone or trying not to be detected. Stealth rolls are done rolling 1d6 + your Stealth

Success Rolls: Success rolls are for anything that isn't any of the above and needs to be  rolled for chance because it's chance it's you vs the GM. 1d20 for both and highest wins.