You can always, always roleplay.
Here's the explanation:
How to do this roll:
First, check your own rating in the skill. Durgenor has a skill of
Manipulator 2. So, we start with two dice (2D).
Next you check your
Conditions - these impact you in various ways as the adventure grinds you down. Right now you are
Fresh which gives +1D for a new total of 3D.
Then you check for help. That is explained in the
House Rules because play-by-post needs streamlining. You can count who has Persuader or Manipulator as "assumed help" and move forward with the roll of you like. Each person who helps adds +1D; they post to narrate how they helped (which may change the skill used but that's okay) and can do so after the roll. You can also choose to wait and see if additional help is justified (like Tancred using Commander b/c he doesn't have Persuader or Manipulator). In this case, you have:
- Haar - Manipulator
- Ganna - has neither skill, narrated Healer instead
- Clough - Manipulator
- Tancred - Commander (?)
- Aislin - (neither skill)
- Grimm - neither skill (we will leave Grimm out of this roll, but I maintain hope DrPete returns and jumps in later)
... that's potentially +4D (+5D if Aislin creativly uses a different skill) help as you gang up on the one hapless goblin, for 7D.
(Note that NPCs will have the same help benefits later on - groups of goblins or units of soldiers do the same thing. Right now it is in your favor.)
So, you consider 7D against your obstacle. In this case, it is an opposed roll, where the goblin rolls its own Manipulator and you compare successes. A die is successful on a 4, 5, or 6, so each die has 50% odds. Eight dice is pretty confident if you think obstacle is likely to be 3-4 or less.
Then you apply your Traits. If you are worried, you can use each trait once per session to add +1D to a roll. Alternately, you can describe how a trait hinders you and take -1D, earning a Check. Checks let you camp and then are spent to perform actions (such as recovery tests) while in camp. Your Cunning could be described for a +1, your Jaded or Foolhardy might be described to work against your deception.
Then you roll your dice in the roller. Make a character assigned to the game (804) and roll the right number of [1d6].
Narrate your roleplay. Post the link to the roll with it.