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rules:checks [2025/06/18 19:35] – created Ron Helwigrules:checks [2025/07/10 10:59] (current) Ron Helwig
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-<< rules:dice_pool ^ rules:start ^ rules:initiative >>+<< 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. 
 + 
 +<WRAP notice> 
 +📘 **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**. 
 +</WRAP> 
 + 
 +--- 
 + 
 +===== 📈 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  |
  
-====== Aspect Checks ====== 
-How Aspect Checks work