# Doing Things During a session, players generally interact with the game world by asking the GM questions and describing the actions their adventurers carry out. Straight forward actions happen automatically, like opening most doors or talking to NPCs, and impossible actions are generally vetoed by the GM on the spot. In between these are actions that are reasonably possible but have significant uncertainty attached to them. In such a case, the GM makes a ruling about how the uncertainty will be resolved (using the existing rules as a guide), and dice are rolled to determine the outcome. Uncertain actions include things such as making attacks, hiding from a guard, or resisting hazardous effects from [[Spell List|spells]]. ## Kinds of Checks Most uncertain actions are resolved through one of the following rolls: - Attribute check (eg: a Strength check). - Attack roll (see Combat). - *Luck* roll (save or check, see *Luck*). - Montage (a series of actions abstracted over time), or - Random check (outlined below). ## Attribute Checks All attribute checks (Str, Dex, Con, Int, Will, Perc, Cha, Init, *Luck*) are made with a 1d20 roll. If the roll is equal to or under the attribute the action is successful. Note **attribute modifiers do not apply** to this roll. A natural 20 always fails, even if the character’s attribute is 20 or more. The GM may apply **modifiers** (see over) based on the player’s **approach** and/or the **circumstances**. Attribute checks are most commonly used when an adventurer proactively attempts something, like climb a wall, swim across a lake, or sneak up on a foe. The GM decides whether any modifiers **stack** or not. Attribute checks are sometimes also used to represent struggling with another character to achieve a contested purpose (see Contests below). Resisting minor external forces might also call for an attribute check (eg: to avoid falling over while running across a slippery floor). More serious external threats (most magic, toxins, disease, special monster attacks, and so on) require a *Luck* save to resist (see *Luck* p.12). [[Skills]] grant a +1 bonus to the relevant attribute (max 18) and allow access to a PC’s *Rerolls* after a failed attempt. In some rare cases, a skill may be required to attempt certain actions p.52. > ### Example > *Lyssa* has Str 13 and wants to break down a sturdy door. The GM rules that a Str 16 character would automatically open the door, but requires a Str check from this PC. > > *Lyssa* rolls 1d20 and gets a 14, more than her Str 13, which would normally mean failure. However she is skilled in Athletics, boosting her Str to 14, turning the check into a success. > > If the roll had been 15 or higher (a fail), *Lyssa* would have had the option of using a *Reroll* to roll again (due to her training in Athletics, p.52). ### Modifiers Any modifiers are GM’s call. **Minor** beneficial or adverse circumstances typically apply a **1-2 point** modifier to an attribute. Modified attributes are capped at a max of 18, unless noted otherwise. The GM decides whether modifiers **stack**. **Major** beneficial circumstances allow the player to roll 2d20 instead of 1d20 and use the best result (this is called rolling with **“advantage”**). Similarly, for major adverse circumstances, the player rolls 2d20 and uses the worst result (**“disadvantage”**). Alternatively, for very difficult tasks, the GM might **require a Great Success** (see below) to prevail. A combination of minor and major circumstances might involve a mix of static modifiers and advantage or disadvantage. GMs are encouraged to use as many or as few modifiers as they like. ## Great Success and Terrible Failure Sometimes it is useful to know how greatly an adventurer succeeds or fails at an action. In such a case: - **Great Success** Rolling **equal to or less than half** the attribute (round down), represents a Great Success **(GS)** as opposed to an ordinary success. The GM may rule that in certain situations, the right skill or background is required to qualify for a *Great Success*. - **Terrible Failure** Rolling **more than 1.5 times the attribute** (round down) is a Terrible Failure **(TF)** instead of an ordinary failure. A natural 20 is usually a TF, regardless of the character’s attribute. The GM might rule that the right skill or background automatically negates a Terrible Failure. For simplicity, GS and TF are **derived** from the **base attribute only**; do **not** apply the +1 skill bonus or situational modifiers. The reason for this is to speed play and minimise the need to recalculate GS and TF numbers for borderline rolls on the fly. As always, GMs are encouraged to tweak this approach as desired. | Attribute | Great Success | Terrible Failure | | :-------- | :------------ | :--------------- | | **5** | 2 | 8 | | **6** | 3 | 10 | | **7** | 3 | 11 | | **8** | 4 | 13 | | **9** | 4 | 14 | | **10** | 5 | 16 | | **11** | 5 | 17 | | **12** | 6 | 19 | | **13** | 6 | 20 | | **14** | 7 | 20 | | **15** | 7 | 20 | | **16** | 8 | 20 | | **17** | 8 | 20 | | **18** | 9 | 20 | | **19** | 9 | 20 | | **20** | 10 | 20 | > ### Example > *Lyssa* has Dex 9, a +2 situational bonus, and the Traps & Locks skill (+1) for a total Dex 12 when she attempts to disarm a trap. On a result of 12 or less, she succeeds. On a result of 4 or less (based on her unmodified Dex 9) the outcome is a Great Success, such that she might be able to repurpose the trap after disarming it. Conversely, a result of 14 or more represents a Terrible Failure, possibly setting it off! ## Opposed Checks If two characters are in direct contest, both characters roll and **whoever succeeds by the greatest margin wins**. Ties mean the status quo remains, or might require a reroll at the GM’s discretion. Contests might involve the same kind of attribute roll (eg: opposed Str checks when arm wrestling), or different attribute rolls (eg: a Dex (Stealth) vs Perc (Detection) check when an adventurer tries to hide from a town guard). ## Group Checks For a Group check, the whole party succeeds as long as **more than half the group succeeds**. If half succeed and half fail, the GM might allow a Great Success or Terrible Failure to decide, or require a failing PC to make a *Luck* save for the group to pass. Modifiers may apply as usual. Unless the GM decides otherwise, **all PCs must roll** for a Group check, even if more than half the company have already succeeded or failed. ## Representative Checks Sometimes the referee may make a **single check** to **“represent”** a group for efficiency and to temper probabilities. For example, when a stealthy PC is sneaking up on a group of giants, the GM might make a single “representative” Perc check for the giants (perhaps the giant closest to the PC) vs the PC’s Dex (Stealth) check, rather than making a roll for each giant in the group. ## Retries Sometimes a player fails an attribute check and wants to know if they can try again. The GM decides this on a case by case basis. Generally speaking, a retry is only permitted if the situation changes in a favourable way. On the other hand, a GM might allow retries to break down a door, reasoning that the door grows weaker each time. ## Montages In some cases the GM might announce a **Montage** to resolve a time consuming challenge or ongoing task in an abstract manner. Example scenarios that may suit include gathering information throughout a village, sneaking through a warehouse to avoid patrols, climbing a mountain, and so on. The process is outlined below: - In order to achieve their objective, the party must accumulate **six successes.** - Players **suggest courses of action** working towards their goal. The GM decides which attribute checks, if any, are required, along with any relevant skills and modifiers. In some instances, the use of a limited resource may generate an automatic success. If checks are required, **Great Successes** count as two successes, and **Terrible Failures** as two fails. - PCs must take turns and **cannot employ the same course of action more than once** (GM’s call). Whilst perhaps not realistic, gameplay wise this keeps everyone involved and encourages creative approaches. - The GM decides whether the challenge level is **Moderate (3), Hard (2), or Very Hard (1),** noted for example as “Montage (Mod, 3F)”. An “easy” challenge is better resolved as a single attribute check rather than a Montage. - **Each failure** may trigger a **complication**, cost or setback at the GM’s option. If the party accumulates failures equal to the challenge level before scoring six successes, the objective is not achieved. Depending on events to that point, the PCs might achieve a partial result. ## Random Checks From time to time the GM may rule that a simple random check, eg a **d100 percentage, x-in-6, or *Consult the Bones* roll** (p.212) will resolve the uncertainty of a situation. For example, with a *Basilisk* surrounded by three PCs, the GM decides the beast will attack *Kruncor* on a d6 roll of 1-2, *Lyssa* on a 3-4, or their poor hireling *Ratsack* on a 5-6. Additionally, certain powerful monsters may have percentile based abilities, such as *Magic Resistance*.