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rules:checks [2025/07/02 18:38] Ron Helwigrules:checks [2025/07/10 10:59] (current) Ron Helwig
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 ====== 🎯 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 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 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 ===== ===== 🧪 Performing a Check =====
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 To make an Aspect Check: To make an Aspect Check:
  
-- 🎯 Describe what you're doing and how +- 🎯 Describe what you're doing and how   
-- 🧠 GM identifies the **Aspect** (e.g., **Agility** for climbing, **Insight** for investigation) +- 🧠 GM identifies the **Aspect** (e.g., **Agility** for climbing, **Insight** for investigation)   
-- 🎲 Roll a number of **d4s equal to that Aspect’s value**, minus your **Action Load** +- ⚖️ Calculate your **Net Advantage** 
-- ➕ Add all rolled dice together+  - 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)** - 📏 Compare your total to the **Difficulty Class (DC)**
  
 ✅ If your total **meets or beats the DC**, you succeed. ✅ If your total **meets or beats the DC**, you succeed.
 +
 +---
  
 ===== 🧮 Minimum Dice ===== ===== 🧮 Minimum Dice =====
  
-If your Aspect value − Action Load is **0 or less**, you **cannot initiate** a check with that Aspect.+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.+However, if the **GM calls for a roll**, you **always roll at least 1d4**, even if your Aspect is 0 or negative.
  
-💡 *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 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>
  
-===== 🌀 Action Load & Timing ===== +---
- +
-**On your turn**: +
- +
-Subtract your current **🌀 Action Load** from the Aspect value   +
-If the result is positive, you may roll   +
-Add **1 to your Action Load** afterward +
- +
-**Outside your turn**: +
- +
-- Most checks **ignore Action Load** +
-- Exceptions may apply (e.g., [[rules:conditions|Conditions]] or GM discretion)+
  
 ===== 📈 Degrees of Success (or Failure) ===== ===== 📈 Degrees of Success (or Failure) =====
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 A higher roll can yield **stronger results**: A higher roll can yield **stronger results**:
  
-- Climb faster +🧗 Climb faster   
-- Find extra clues +🕵️ Find extra clues   
-- Impress more people+🎭 Impress more people  
  
-Failure might still reveal partial information or result in new complications. Make **success and failure narratively meaningful**.+Failure might still reveal partial info or create a new complication  
 +Make **success and failure narratively meaningful**. 
 + 
 +---
  
 ===== 🤝 Optional Rule: Teamwork ===== ===== 🤝 Optional Rule: Teamwork =====
  
-Multiple characters can attempt a task together.   +Multiple characters may attempt a task together. Each rolls separately.   
-Each rolls separately, and the GM may:+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.
  
-- Use the **highest result** +Some [[rules:team_actions|Team Actions]] allow allies to **spend dice on another player’s turn** for stronger, more direct assistance.
-- Add up the **combined total** +
-- Grant a **flat bonus or Advantage per helper** (e.g., +2)+
  
-Some [[rules:team_actions|Team Actions]] allow spending dice on another player's turn for stronger assistance.+---
  
 ===== 🎯 Sample Difficulty Classes ===== ===== 🎯 Sample Difficulty Classes =====
  
-| Task                              | DC  | +| Task                                 | DC  | 
-|-----------------------------------|-----| +|--------------------------------------|-----| 
-| Easy (e.g., short jump)           | 4   | +| Easy (e.g., short jump)              | 4   | 
-| Moderate (e.g., pick a lock)      | 8   | +| Moderate (e.g., pick a lock)         | 8   | 
-| Hard (e.g., decipher a script)    | 12  | +| Hard (e.g., decipher a script)       | 12  | 
-| Very Hard (e.g., wet cliff face)  | 16  | +| Very Hard (e.g., wet cliff face)     | 16  | 
-| Nearly Impossible (e.g., lost lore) | 20  |+| Nearly Impossible (e.g., lost lore)  | 20  |