Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:checks [2025/06/28 16:52] Ron Helwigrules:checks [2025/07/10 10:59] (current) Ron Helwig
Line 1: Line 1:
 << rules:sidebar_d4_math ^ rules:start ^ rules:initiative >> << rules:sidebar_d4_math ^ rules:start ^ rules:initiative >>
-====== Aspect Checks ======+====== 🎯 Aspect Checks ======
  
-Aspect Checks are the primary way most actions are resolved. Whether you're trying to sneak past a guard, decipher magical inscription, hit something with a weapon, or climb a slippery cliff, you'll roll a number of d4s based on your character’s relevant Aspect.+**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, youll roll a number of **d4s** based on your character’s **Aspect value**.
  
-===== Performing a Check =====+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.
  
-To perform a typical Aspect Check:+---
  
-  * Tell the GM what you want to do and how +===== 🧪 Performing Check =====
-  * You or the GM will identify the Aspect being used (e.g., **Agility** for climbing, **Insight** for investigation) +
-  * Roll number of **d4s equal to that Aspect’s value** +
-  * Add up the total+
  
-The GM provides 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   
 +- 🧠 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 Aspect value is **or lower**, you cannot initiate a check using that Aspect. [Note that some game rules, such as [Exhaustion](./conditions) may reduce the number of d4s you would normally roll.]+✅ If your total **meets or beats the DC**, you succeed.
  
-However, if the GM calls for a roll using that Aspect, you **always roll at least 1d4**.+---
  
-> *Example:* You try to examine a scene, but your **Insight** is 0. You can't initiate the action. However, the GM may call for an Insight roll — you’d still roll 1d4 even with no bonus.+===== 🧮 Minimum Dice =====
  
-===== Spending Action Load =====+If your **Aspect Value ≤ 0**, you **cannot initiate** a check using that Aspect.
  
-Checks performed **on your turn** follow the normal action rules:+However, if the **GM calls for a roll**, you **always roll at least 1d4**, even if your Aspect is 0 or negative.
  
-  Subtract your **Action Load** from the Aspect value   +<WRAP notice> 
-  If the result is still positive, you can roll   +📘 **Example:**   
-  Add **1 to your Action Load** for this action+Your **Insight** is 0so you can’t initiate an investigation.   
 +But if the GM asks you to roll Insight, you still roll **1d4**
 +</WRAP>
  
-Checks **outside your turn** (such as saving throws or passive checks) usually **ignore Action Load**, unless the GM rules otherwise or some other rule (such as a [Condition](./conditions)) applies.+---
  
-===== Degrees of Success or Failure =====+===== 📈 Degrees of Success (or Failure=====
  
-A higher roll may yield **better results**, such as:+A higher roll can yield **stronger results**:
  
-  * Climbing faster +- 🧗 Climb faster   
-  * Finding bonus details +- 🕵️ Find extra clues   
-  * Impressing more onlookers+- 🎭 Impress more people  
  
-Likewise, failure might be partial, costly, or dangerous — at the GM’s discretionSuccess and failure should always be **narratively meaningful**.+Failure might still reveal partial info or create a new complication  
 +Make **success and failure narratively meaningful**.
  
-===== Optional Rule: Teamwork =====+---
  
-Multiple characters may work together:+===== 🤝 Optional RuleTeamwork =====
  
-  * Each player rolls separately   +Multiple characters may attempt a task together. Each rolls separately  
-  GM chooses a resolution method: +The GM may:
-    - Highest roll +
-    - Combined total +
-    - Flat bonus per helper (e.g., +2)+
  
-Some **Team Actions** allow players to spend d4s on another's turn to assist more directly (see [[rules:team_actions]]).+- Use the **highest roll**   
 +- Add the **combined total**   
 +- **Average** the rolls 
 +- Grant a **flat bonus per helper** (e.g., +2)
  
-===== Example Challenge Ratings =====+Which method to determine outcome is up to the GM and how they interpret the situation.
  
-| Task                             CR  | +Some [[rules:team_actions|Team Actions]] allow allies to **spend dice on another player’s turn** for stronger, more direct assistance. 
-| --- | --- | + 
-| Easy (e.g., short jump)         | 4   | +--- 
-| Moderate (e.g., pick a lock)    | 8   | + 
-| Hard (e.g., decipher script)    | 12  | +===== 🎯 Sample Difficulty Classes ===== 
-| Very Hard (e.g., wet cliff)     | 16  | + 
-| Nearly Impossible (e.g., lost lore) | 20  |+| 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  |