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rules:checks [2025/06/18 23:25] 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 ======+**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**.
  
-Aspect Checks are the primary way non-combat actions are resolved. Whether you're trying to sneak past a guard, decipher a magical inscription, or climb a slippery cliff, you'll roll a number of d4s based on your character’s relevant Aspect.+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 perform an Aspect Check:+
  
-  - Identify the Aspect being used (such as STR+DEX for climbing or INT+WIS for investigation). +===== 🧪 Performing Check =====
-  - Roll number of **d4s equal to that Aspect’s value**. +
-  - Add up the total.+
  
-The GM will provide a **Challenge Rating (CR)**. If your total equals or exceeds the CR, you succeed.+To make an Aspect Check:
  
-===== Minimum Dice ===== +- 🎯 Describe what you're doing and how   
-If your Aspect value is 0 or lower, you cannot initiate a check using that Aspect. Howeverif the GM calls for a roll using that Aspect, you always roll **at least 1d4**.+- 🧠 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 number of **d4s equal to that Aspect’s value + Net Advantage**   
 +- ➕ Add all rolled dice together   
 +- 📏 Compare your total to the **Difficulty Class (DC)**
  
-===== Spending Action Load ===== +✅ If your total **meets or beats the DC**, you succeed.
-Aspect Checks performed **on your turn** follow the same rules as combat actions—you must subtract your //Action Load// from the Aspect value before rolling. These actions always cost one pointso you add 1 to your //Action Load// for every such action you take.+
  
-Checks that occur **outside of your turn** (such as saving throws, passive reactions, or environment-triggered challenges) typically **ignore Action Load** unless the GM rules otherwise.+---
  
-===== Degrees of Success or Failure ===== +===== 🧮 Minimum Dice =====
-A high roll might result in a **greater success**, such as climbing faster or discovering extra information. A low roll might fail entirely—or succeed at a cost.+
  
-GM discretion is key hereand results should be narratively satisfying and context-aware.+If your **Aspect Value ≤ 0**you **cannot initiate** a check using that Aspect.
  
-===== Optional Rule: Teamwork ===== +Howeverif the **GM calls for a roll**, you **always roll at least 1d4**, even if your Aspect is 0 or negative.
-Two or more characters may attempt to combine their efforts on a task. Each character rolls independentlyand the GM may use: +
-  The highest roll +
-  The total of all rolls +
-  A scaling bonus (e.g+2 per helper)+
  
-Alternatively, some **Team Action** abilities may allow players to spend d4s on anothers turn to assist directly.+<WRAP notice> 
 +📘 **Example:**   
 +Your **Insight** is 0, so you cant initiate an investigation.   
 +But if the GM asks you to roll Insight, you still roll **1d4**. 
 +</WRAP>
  
-===== Example CRs ===== +--- 
-Task                      ^ CR  ^ + 
-| Easy (e.g. short jump)     | 4  +===== 📈 Degrees of Success (or Failure) ===== 
-| Moderate (e.g. pick a lock) | 8  + 
-| Hard (e.g. decipher ancient script) | 12 | +A higher roll can yield **stronger results**: 
-| Very Hard (e.g. scale a wet cliff) | 16 | + 
-| Nearly Impossible (e.g. recall obscure lost lore) | 20 |+- 🧗 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 script)       | 12  
 +| Very Hard (e.g.wet cliff face    | 16  
 +| Nearly Impossible (e.g.lost lore)  | 20  |