Template:Checks Complications Encounters

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Checks, Complications, and Encounters
When is it best to use a check instead of a complication or an encounter? It depends on the level of emphasis you want to place on the events that are unfolding. Checks matter, but the tension of a check is resolved almost immediately. Complications are fast paced but draw that tension out a little more. Encounters offer detail and options, but also must be engaging to justify the extra time they take to resolve.

A check is best when the action attempted is simple, and the results are straightforward. If there isn't a consequence for failure, don't even bother with a check, just allow the success. Otherwise call out the effects of a success and failure, any modifiers that apply, and let the player choose whether or not to roll the check. Always try to allow an informed decision. If there could be unexpected consequences you don't have to detail what they are, but you should alert the player that a failure could have hidden risks.

A complication is best when the effort and attention warrants more than a simple check, but should still unfold and resolve relatively quickly to keep the game from slowing down. Complications don't offer many decision points beyond whether to participate or yield unless they have stages. Like with the check, make it clear what skills appropriate, if there are modifiers, and what the consequences are when you have failure margin.

An Encounter is an emphasized set piece for the adventure. It allows many tactical options, and your character's abilities have the greatest effect on encounters. Encounters also take the most real time, and if the outcome is no longer in doubt you may switch down to a complication or even a check to quickly finish an encounter is starting to drag on.

Use the resolution mechanism that has the right level of emphasis and drama for the situation. And remember that each type can transition into the others as situations escalate or defuse. A bar room brawl could be played as an encounter to give the band a chance to show off a bit or practice a battle encounter. A second random bar room brawl in the same game session though probably doesn't warrant an encounter, and could be resolved as a complication or even a single fight check. Likewise a chase that started off as a complication might quickly turn into a battle encounter if one side decides to stop running and fight.