Like almost any role-playing game, Aim Ten begins with a character. A character is how you interact with the game environment. We’ll talk more about characters in a minute.
Your character uses two ten-sided dice (d10s); red and green.
Aim Ten also sorts things into four groups, which we call “elements”. Though this may have a mystical application in your fantasy or sci-fi setting, it’s mostly a simple way of sorting in-game actions into four different types.
Defence die: Green (Earth)
In combat, your green dice are used for defending. The green die gives you dodges, and represents your overall health and fitness.
Green dice are not usually rolled in social encounters, but the number of green dice which you have is often significant for physical performance and feats of strength.
Attack die: Red (Fire)
In combat, your red dice are used for attacking. The red die gives you an attack and represents your speed and agility (both mental and physical).
In social interactions, you generally roll red dice when making any kind of attempt. It also tells you who can make a turn first, and may give you the upper hand in dialogue.
In addition to the two dice, Aim Ten uses two other colours to represent key characteristics.
Defence enhancements: Blue (Water)
Blue represents things which tend to assist your defence, as well as giving you knowledge and information in social interactions. This represents your patience, tenacity, and composure.
Attack enhancements: Yellow (Air)
Yellow represents things which tend to assist your attack, as well as helping you with mental and psychological factors in social interactions. This represents your confidence, talent, and adaptability.
📖 It may help if you have several green and red dice, particularly if you have stronger characters, but one or two dice is sufficient.
📖 If you’re playing online, usually you don’t need dice at all.