<< rules:sidebar_d4_math ^ rules:start ^ rules:initiative >> ====== 🎯 Aspect Checks ====== **Aspect Checks** are the primary way most challenges are resolved. Whether you're trying to sneak past a guard, decipher magical writing, hit an enemy, or climb a cliff, you’ll roll a number of **d4s** based on your character’s **Aspect value**. Taking Actions during conflict (i.e. when in Initiative) is [described elsewhere](rules:dice_pool). This section is all about making Aspect Checks outside of the **Action Economy**, so you typically don't involve **Action Load** in the calculations. --- ===== 🧪 Performing a Check ===== To make an Aspect Check: - 🎯 Describe what you're doing and how - 🧠 GM identifies the **Aspect** (e.g., **Agility** for climbing, **Insight** for investigation) - ⚖️ Calculate your **Net Advantage** - GM will indicate instances of Disadvantage - Players might take reactions, interrupts, or Team Actions that add Advantage instances - You may have Features that give you Advantage - 🎲 Roll a number of **d4s equal to that Aspect’s value + Net Advantage** - ➕ Add all rolled dice together - 📏 Compare your total to the **Difficulty Class (DC)** ✅ If your total **meets or beats the DC**, you succeed. --- ===== 🧮 Minimum Dice ===== If your **Aspect Value ≤ 0**, you **cannot initiate** a check using that Aspect. However, if the **GM calls for a roll**, you **always roll at least 1d4**, even if your Aspect is 0 or negative. 📘 **Example:** Your **Insight** is 0, so you can’t initiate an investigation. But if the GM asks you to roll Insight, you still roll **1d4**. --- ===== 📈 Degrees of Success (or Failure) ===== A higher roll can yield **stronger results**: - 🧗 Climb faster - 🕵️ Find extra clues - 🎭 Impress more people Failure might still reveal partial info or create a new complication. Make **success and failure narratively meaningful**. --- ===== 🤝 Optional Rule: Teamwork ===== Multiple characters may attempt a task together. Each rolls separately. The GM may: - Use the **highest roll** - Add the **combined total** - **Average** the rolls - Grant a **flat bonus per helper** (e.g., +2) Which method to determine outcome is up to the GM and how they interpret the situation. Some [[rules:team_actions|Team Actions]] allow allies to **spend dice on another player’s turn** for stronger, more direct assistance. --- ===== 🎯 Sample Difficulty Classes ===== | Task | DC | |--------------------------------------|-----| | Easy (e.g., short jump) | 4 | | Moderate (e.g., pick a lock) | 8 | | Hard (e.g., decipher a script) | 12 | | Very Hard (e.g., wet cliff face) | 16 | | Nearly Impossible (e.g., lost lore) | 20 |