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| rules:checks [2025/06/18 23:28] – Ron Helwig | rules:checks [2025/07/10 10:59] (current) – Ron Helwig | ||
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| - | << rules:dice_pool | + | << rules:sidebar_d4_math |
| + | ====== 🎯 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, you’ll roll a number of **d4s** based on your character’s **Aspect value**. |
| - | Aspect Checks | + | Taking Actions during conflict (i.e. when in Initiative) is [described elsewhere](rules: |
| - | ===== Performing a Check ===== | + | --- |
| - | To perform an Aspect Check: | + | |
| - | - Tell the GM what you want to do and how | + | ===== 🧪 Performing |
| - | - You or the GM will identify the Aspect being used (such as STR+DEX for climbing or INT+WIS for investigation). Negotiation is sometimes helpful, but the GM always gets the final say. | + | |
| - | - Roll a number of **d4s equal to that Aspect’s 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 ===== | + | - 🎯 Describe what you're doing and how |
| - | If your Aspect value is 0 or lower, you cannot initiate a check using that Aspect. | + | - 🧠 GM identifies the **Aspect** (e.g., **Agility** |
| + | - ⚖️ 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)** | ||
| - | ===== Spending Action Load ===== | + | ✅ If your total **meets or beats the DC**, you succeed. |
| - | Aspect Checks performed | + | |
| - | 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. | + | --- |
| - | ===== Degrees of Success or Failure | + | ===== 🧮 Minimum Dice ===== |
| - | A high roll might result in a **greater success**, such as climbing faster or discovering extra information. A low roll might fail entirely—or succeed at a cost. | + | |
| - | GM discretion is key here, and results should be narratively satisfying and context-aware. | + | If your **Aspect Value ≤ 0**, you **cannot initiate** a check using that Aspect. |
| - | ===== Optional Rule: Teamwork ===== | + | However, if the **GM calls for a roll**, you **always |
| - | Two or more characters may attempt to combine their efforts on a task. Each character rolls independently, and the GM may use: | + | |
| - | | + | |
| - | | + | |
| - | | + | |
| - | Alternatively, | + | <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**. | ||
| + | </ | ||
| - | ===== Example CRs ===== | + | --- |
| - | ^ Task ^ CR ^ | + | |
| - | | Easy (e.g. short jump) | + | ===== 📈 Degrees of Success (or Failure) |
| - | | Moderate (e.g. pick a lock) | 8 | | + | |
| - | | Hard (e.g. decipher | + | A higher roll can yield **stronger results**: |
| - | | Very Hard (e.g. scale a wet cliff) | 16 | | + | |
| - | | Nearly Impossible (e.g. recall obscure | + | - 🧗 Climb faster |
| + | - 🕵️ Find extra clues | ||
| + | - 🎭 Impress more people | ||
| + | |||
| + | Failure might still reveal partial info or create a new complication. | ||
| + | Make **success and failure narratively meaningful**. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== 🤝 Optional Rule: Teamwork ===== | ||
| + | |||
| + | Multiple characters may attempt a task together. Each rolls separately. | ||
| + | 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. | ||
| + | |||
| + | Some [[rules: | ||
| + | |||
| + | --- | ||
| + | |||
| + | ===== 🎯 Sample Difficulty Classes ===== | ||
| + | |||
| + | | Task | DC | | ||
| + | |--------------------------------------|-----| | ||
| + | | 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 | | ||
