Difference between revisions of "Skill check"

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A skill check is equally comprised of luck, ones innate ability, and relevant experience.  In game terms, it is comprised of the following:
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A skill check is equally composed of luck, one's innate ability, and relevant experience.  In game terms, it is composed of the following:
  
A die roll
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A roll of the d10
 
* + ranks in the skill
 
* + ranks in the skill
* + points in the relevant attribute
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* + points in the related attribute
 
* + relevant bonuses from equipment, trumps, spells, etc.  
 
* + relevant bonuses from equipment, trumps, spells, etc.  
  
The relevant attribute is what a character might use in conjunction with the skill — [[Cunning]] with [[Search]] for example.  It's usually constant, but sometimes your GM might have you use a different attribute.  For example, if you're trying to garner information from people, not just find an object, the [[GM]] might tell you to use [[Charm]] instead.
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The related attribute is what a character uses in conjunction with the skill — [[Cunning]] with [[Search]] for example.
  
The sum of the die roll, skill points, attribute points, and any applicable bonuses is your total skill check.
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The sum of the die roll, skill points, attribute points, and any applicable bonuses is your total result for the check. If you take any penalties to the check, you must deduct them from your result. For example, someone with the [[Scrawny]] fault takes a −2 penalty to [[Might]] checks.
  
 
===Pass or Fail===
 
===Pass or Fail===
  
To pass a skill check, you want the total number to meet or exceed a ''Difficulty Level'' determined by your GM. If your total is less than the Difficulty Level your character fails for that attempt at the task. Some tasks cannot be retried.
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The object is to roll the highest number possible. However, depending on the skill you're using and how you're using it, there may be different criteria to determine success. Basically, there are three types of rolls.
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First, there are skill checks where the number you roll translates directly into some kind of result. For instance, as detailed later in this chapter, you can make a [[Dash]] check to run faster than usual. The higher your roll, the faster your speed. You can make a [[Might]] check to hurl a rock. The higher your roll, the further it lands.
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Second, there are skill checks where you have to meet or exceed a number determined by the GM called a ''Difficulty Level'' (or ''DL''). If your result is less than the Difficulty Level, your character fails for that attempt at the task.
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Third, there are skill checks where you make an opposed roll. Your result is compared to the result of a roll made by another player or the GM. In the event of a tie, whomever is considered the defender wins the check. Opposed rolls are the result of the player wanting to perform an action against another character in the game. The player makes a check to attempt it, the other character makes a check to resist it.
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You may voluntarily fail a skill check if you care to. In this case, you don't have to roll at all. However, you do have to accept the in-game consequences.
  
 
<noinclude>[[Category:Rolls]]</noinclude>
 
<noinclude>[[Category:Rolls]]</noinclude>

Revision as of 04:25, 27 July 2019

A skill check is equally composed of luck, one's innate ability, and relevant experience. In game terms, it is composed of the following:

A roll of the d10

  • + ranks in the skill
  • + points in the related attribute
  • + relevant bonuses from equipment, trumps, spells, etc.

The related attribute is what a character uses in conjunction with the skill — Cunning with Search for example.

The sum of the die roll, skill points, attribute points, and any applicable bonuses is your total result for the check. If you take any penalties to the check, you must deduct them from your result. For example, someone with the Scrawny fault takes a −2 penalty to Might checks.

Pass or Fail

The object is to roll the highest number possible. However, depending on the skill you're using and how you're using it, there may be different criteria to determine success. Basically, there are three types of rolls.

First, there are skill checks where the number you roll translates directly into some kind of result. For instance, as detailed later in this chapter, you can make a Dash check to run faster than usual. The higher your roll, the faster your speed. You can make a Might check to hurl a rock. The higher your roll, the further it lands.

Second, there are skill checks where you have to meet or exceed a number determined by the GM called a Difficulty Level (or DL). If your result is less than the Difficulty Level, your character fails for that attempt at the task.

Third, there are skill checks where you make an opposed roll. Your result is compared to the result of a roll made by another player or the GM. In the event of a tie, whomever is considered the defender wins the check. Opposed rolls are the result of the player wanting to perform an action against another character in the game. The player makes a check to attempt it, the other character makes a check to resist it.

You may voluntarily fail a skill check if you care to. In this case, you don't have to roll at all. However, you do have to accept the in-game consequences.