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rules:checks [2025/06/18 23:30] 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:+
  
-  - Tell the GM what you want to do and how +===== 🧪 Performing Check =====
-  - You or the GM will identify the Aspect being used (such as Agility for climbing or Insight for investigation). Negotiation is sometimes helpful, but the GM always gets the final say. +
-  - 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  |