Difference between revisions of "Skill check"

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===Pass or Fail===
 
===Pass or Fail===
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The object is to roll the highest number possible. 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.
  
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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# 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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# 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. For instance, you can make a [[Machinery]] check to pick a lock. The more complicated the lock, the higher the DL. You can make a [[Perception]] check to spot a drop of blood on someone's collar. The tinier the stain, the higher the DL.
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# You make an opposed roll. These are the result of the player wanting to perform an action against another character in the game. Your result is compared to the result of a roll made by another player or the GM. Whoever rolls highest wins the check. In the event of a tie, whomever is considered the defender wins the check. For instance, you can make a [[Disguise]] check to impersonate someone, but others can make a [[Discern]] check to figure it out. You can make a [[Stealth]] check to hide your trail, but a pursuer can make a [[Search]] check to follow you.
  
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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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.
 
 
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.
+
As detailed in ''Chapter 2: How to Play'', when you roll a ''1'', it's a [[Critical Failure]], and you fail horribly. When you roll a ''10'', it's a [[Critical Success]], and you can roll again, adding the new number to the 10 you just rolled.
  
 
<noinclude>[[Category:Rolls]]</noinclude>
 
<noinclude>[[Category:Rolls]]</noinclude>

Revision as of 04:43, 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. 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.

  1. 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.
  2. 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. For instance, you can make a Machinery check to pick a lock. The more complicated the lock, the higher the DL. You can make a Perception check to spot a drop of blood on someone's collar. The tinier the stain, the higher the DL.
  3. You make an opposed roll. These are the result of the player wanting to perform an action against another character in the game. Your result is compared to the result of a roll made by another player or the GM. Whoever rolls highest wins the check. In the event of a tie, whomever is considered the defender wins the check. For instance, you can make a Disguise check to impersonate someone, but others can make a Discern check to figure it out. You can make a Stealth check to hide your trail, but a pursuer can make a Search check to follow you.

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.

As detailed in Chapter 2: How to Play, when you roll a 1, it's a Critical Failure, and you fail horribly. When you roll a 10, it's a Critical Success, and you can roll again, adding the new number to the 10 you just rolled.