Basics
The Tarafore system was designed with the intention of finding a more realistic combat system that helped favor roleplay over dice rolling. It has evolved over the years to accommodate a higher-magic system than it was originally designed for, but at its core, it is a d10-centric system with a balance between roleplaying and number crunching.
Dice
The main dice you will need is three d10s. Most rolls are opposed rolls, with the player rolling three d10s and adding the median die to a score on their character sheet. The GM or opposing player then rolls three d10s and adds the median die to a score on their character sheet or a difficulty determined by the GM. The higher number wins. Ties usually mean some mixed result.
Tokens
Characters earn tokens through roleplaying, GM's discretion, by nomiantion of other players (with GM's permission), or after a certain number of failed rolls. Tokens can be used to let the player take the higher die on a roll, force the GM to take the lower die, to force a reroll, or to narrate something. Tokens may be designated for a specific use or be general. Players may save up tokens and pitch a narrated action, with the GM telling them how many tokens that would cost, or they can spend them freely. The GM may award tokens that go away at the end of a session or ones that can be saved up.
Tokens may not be used for player-vs.-player interactions, but they can be used to help another player.
If the player has an idea for a token, they can always suggest it to the GM, and the GM may make up their own uses. Tokens are there to make the game more fun, so using them to harm other players, make things harder, or to always avoid any difficulties can spoil the fun. Use them judiciously.
See the Tokens page for more information.
High Die and Low Die
Players may also take the high die if they are using a power, ability, or skill that they as players act out. For example, if their power, ability, or skill involves singing, they may take high die on the roll if they actually sing. The same goes for rhymes and poetry, performances, prayers and rituals, or any kind of art or craft. If it is something that cannot be done as a player but calls for creativity or detail, the GM may reward players for coming up with fun, creative, detailed, or interesting descriptions. For example, if they describe in detail a religious rite, magical ritual, surgical procedure, mathematical proof, or anything else they are doing, the GM at their discretion may reward the player by letting them take the high die.
The GM may also choose to have their characters take the low die if the circumstances suggest the character would be at a disadvantage against the player. Unless a magical ability or power affects the luck of the PC(s) or some other circumstance already defined by a power, ability, or skill calls for a player taking the low die, it is advised the GM not force the player to take the low die unless it fits the story or circumstance very well (the equivalent of giving disadvantage on a roll in
DnD). It should be story-driven, not driven by any above-the-table actions or choices.