Rolls in Larger Than Life are almost always a combination of Attribute+Ability. Sometimes Willpower, Might or Willpower+Might rolls may also be required.

There are four basic types of rolls.

Simple Rolls have a difficulty set by the ST. If the number of successes is equal to or greater than the difficulty the roll succeeds. The ST should give additional bonuses if the difficulty is exceeded by a large margin.

Attack rolls are compared to a defense value, a static value based on the pool of an opponent (normally the pool divided by 2, rounded up). The successes on the attack roll must exceed the defense value.

Contested rolls are when two characters both roll a pool and compare successes, with the resolution of situation based on the difference between the two scores.

Extended rolls have a roll interval as well as a roll difficulty and a total difficulty. A character rolls once at each roll interval and accumulates successes towards the total difficulty, after subtracting any successes for the roll difficulty. In general any of the other types of rolls can be modified into extended rolls.

There are very little codified structures in the rules for Larger Than Life yet. I am hoping to put these down gradually as we play test. In general systems to resolve any situations that might occur will be taken or modified from either Scion, WoD or Exalted, and it is recommended that you have played at least one of these games before trying Larger Than Life.

There will be a little more detail on the combat system coming soon, again though it will mostly be based on the Scion/Exalted system.

The final element of the dice rolling system is stunts. These are also taken from the Scion/Exalted system. For succesful stunts Juice equal to the number of dice can be regained, or 1 willpower can be regained for 2 or 3 dice stunts, or 1 XP can be awarded for 3 dice stunts.