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rules:checks [2025/06/19 23:18] â Ron Helwig | rules:checks [2025/07/10 10:59] (current) â Ron Helwig | ||
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- | << rules:dice_pool | + | << rules:sidebar_d4_math |
+ | ====== đŻ 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, youâll roll a number of **d4s** based on your characterâs **Aspect value**. |
- | Aspect Checks | + | Taking Actions during conflict (i.e. when in Initiative) is [described elsewhere](rules: |
- | ===== Performing a Check =====Â | + | --- |
- | To perform an Aspect Check: | + | |
- | - Tell the GM what you want to do and how | + | ===== đ§Ș Performing |
- | - 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 a number of **d4s equal to that Aspectâs 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 ===== | + | - đŻ Describe what you're doing and how |
- | If your Aspect value is 0 or lower, you cannot initiate a check using that Aspect. | + | - đ§ GM identifies the **Aspect** (e.g., **Agility** |
+ | - âïž Calculate your **Net Advantage**Â | ||
+ | - 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 | ||
+ | - đČ Roll a number of **d4s equal to that Aspectâs value + Net Advantage**  | ||
+ | - â Add all rolled dice together | ||
+ | - đ Compare your total to the **Difficulty Class (DC)** | ||
- | Example: You would like to look around to see if you can spot a clue, which the GM says requires an Insight check. But your Insight value is zero, so you just don't have a high enough score (i.e. you aren't good enough at it) to do it with any positive effect. | + | â If your total **meets or beats the DC**, you succeed. |
- | ===== Spending Action Load =====Â | + | --- |
- | Aspect Checks performed **on your turn** follow the same rules as combat actionsâyou must subtract your //Action Load// from the Aspect value before rolling. These actions always cost one point, so 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. | + | ===== đ§ź Minimum Dice ===== |
- | ===== Degrees of Success or Failure ===== | + | If your **Aspect Value †0**, you **cannot initiate** |
- | A high roll might result in a **greater success**, such as climbing faster or discovering extra information. A low roll might fail entirelyâor succeed at a cost. | + | |
- | GM discretion is key here, and results should be narratively satisfying and context-aware. | + | However, if the **GM calls for a roll**, you **always roll at least 1d4**, even if your Aspect is 0 or negative. |
- | ===== Optional Rule: Teamwork =====Â | + | <WRAP notice> |
- | Two or more characters may attempt to combine their efforts on a task. Each character rolls independently, and the GM may use:Â | + | đ **Example:** |
- | * The highest | + | Your **Insight** is 0, so you canât initiate an investigation. |
- | | + | But if the GM asks you to roll Insight, you still roll **1d4**. |
- | | + | </ |
- | Alternatively, | + | --- |
- | ===== Example CRs =====Â | + | ===== đ Degrees of Success (or Failure) |
- | ^ Task ^ CR ^Â | + | Â |
- | | Easy (e.g. short jump) | + | A higher roll can yield **stronger results**: |
- | | Moderate (e.g. pick a lock) | 8 |Â | + | Â |
- | | Hard (e.g. decipher | + | - đ§ Climb faster |
- | | Very Hard (e.g. scale a wet cliff) | 16 | | + | - đ”ïž Find extra clues  |
- | | Nearly Impossible (e.g. recall obscure | + | - đ Impress more people |
+ | Â | ||
+ | Failure might still reveal partial info or create a new complication. | ||
+ | Make **success and failure narratively meaningful**. | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ===== đ€ Optional Rule: Teamwork ===== | ||
+ | Â | ||
+ | Multiple characters may attempt a task together. Each rolls separately. | ||
+ | The GM may:Â | ||
+ | Â | ||
+ | - Use the **highest roll** | ||
+ | - Add the **combined total** | ||
+ | - **Average** the rolls | ||
+ | - Grant a **flat bonus per helper** (e.g., +2)Â | ||
+ | Â | ||
+ | Which method to determine outcome is up to the GM and how they interpret the situation. | ||
+ | Â | ||
+ | Some [[rules: | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ===== đŻ Sample Difficulty Classes ===== | ||
+ | Â | ||
+ | | Task | DC |Â | ||
+ | |--------------------------------------|-----|Â | ||
+ | | Easy (e.g., short jump) | 4 | ||
+ | | Moderate (e.g., pick a lock) | ||
+ | | Hard (e.g., decipher | ||
+ | | Very Hard (e.g., wet cliff face) | ||
+ | | Nearly Impossible (e.g., lost lore) | 20 | | ||