Difference between revisions of "Check"

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(Interference)
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{{Meaningful Checks}}
 
{{Meaningful Checks}}
 
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Checks resolve uncertainty when an outcome matters and there’s some doubt about the result.  
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Checks resolve uncertainty when both the outcome matters, and there’s some doubt about the result.  
  
 
Roll dice equal to your score in the most applicable [[attribute]] or [[skill]]. Each lists examples of appropriate checks, but you can negotiate which one makes most sense for a situation based on your approach. The referee has final say on which score to use, depending on the situation.  
 
Roll dice equal to your score in the most applicable [[attribute]] or [[skill]]. Each lists examples of appropriate checks, but you can negotiate which one makes most sense for a situation based on your approach. The referee has final say on which score to use, depending on the situation.  
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*Failure: The highest die is green (1, 2, or 3).
 
*Failure: The highest die is green (1, 2, or 3).
 
*Success: The highest die is blue or red (4, 5, or 6).
 
*Success: The highest die is blue or red (4, 5, or 6).
 
There are also two special cases for check results:
 
*Fumble: If the roll fails and more than half the dice rolled result in 1’s, you gain interference. Spending focus removes a 1 rather than adding a success.
 
*Triumph: Every pair of 6’s in the roll gives you momentum.
 
  
 
===Success Levels===
 
===Success Levels===
For contests and [[complication]]s you need relative levels of success, rather than just success or failure. Each extra result that matches a successful number (4, 5, or 6) grants an extra level of success. So 2 5’s would be 2 levels of success, 3 4’s would be 3 levels, and so on. Only one set of numbers counts.
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For contests and [[complication]]s you need relative levels of success, rather than just success or failure. Each extra result that matches a successful number (4, 5, or 6) is called a set, and counts as an extra level of success. So 2 5’s would be 2 set success, 3 4’s would be 3 set, and so on. Only the largest set from the roll counts.
  
In a contest the roll with the highest level of success wins. The highest die result in the set breaks ties, and any further ties are resolved through reflex. For example, a set of 2 5’s would beat a set of 2 4’s, but a set of 3 4’s would beat a set of 2 5’s.
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In a contest the roll with the highest set wins. The set with the highest die result breaks ties, and any further ties are resolved through reflex. For example, a set of 2 5’s would beat a set of 2 4’s, but a set of 3 4’s would beat a set of 2 5’s.
  
 
''Han kicks Tenacious Chen, and he dodges using his guard. They roll a contest. She rolls 3d for her Combat score, he rolls 2d for Agility. Han's results are 2, 4, and 5, so a success at a 5. He rolls a 1 and a 6, the extra die comes up a 2, so a success with a 6. The 6 is the higher die, so Chen wins the contest and dodges her kick.''
 
''Han kicks Tenacious Chen, and he dodges using his guard. They roll a contest. She rolls 3d for her Combat score, he rolls 2d for Agility. Han's results are 2, 4, and 5, so a success at a 5. He rolls a 1 and a 6, the extra die comes up a 2, so a success with a 6. The 6 is the higher die, so Chen wins the contest and dodges her kick.''
  
 
===Focus===
 
===Focus===
After the results are counted for a check you may spend 1 focus to add a success level to any set, just as if another die with that result was added. Adding to a 6 set doesn’t gain an explosion, but does count as a pair for triumphs. If there are no successful results at all spending focus adds a single 4 result.
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After the results are rolled you may spend 1 focus to add another 2 dice to the roll. You may only spend 1 focus per roll. In a contest you may wait to see the other result before spending. The character with the lower reflex must commit to spend or not spend first, then the character with the higher reflex may choose.
 
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You may only spend 1 focus per roll. In a contest you may wait to see the other result before spending. The character with the lower reflex must commit to spending focus first.
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===Modifiers===
 
===Modifiers===
Circumstances affect your skills and attributes during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to the roll. Each penalty removes a die before you roll. If a penalty would remove your last die, add a 1 result without rolling instead. Bonuses and penalties negate one another before the check is rolled.
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Circumstances affect your score during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to the roll. Each penalty removes a die before you roll. If a penalty would remove your last die there's no longer doubt about the result, the check would fail. Bonuses and penalties negate one another before the check is rolled.
  
 
''Han needs to dive out of a room before a heavy door slams down and traps her within. Agility is the most appropriate skill, and she has a 4 score. The door falls very quickly so the referee applies a penalty to the check check. Han rolls 3d and gets 1, 4, and 5. The highest result is 5 so Han succeeds, slipping under the door in the nick of time.''
 
''Han needs to dive out of a room before a heavy door slams down and traps her within. Agility is the most appropriate skill, and she has a 4 score. The door falls very quickly so the referee applies a penalty to the check check. Han rolls 3d and gets 1, 4, and 5. The highest result is 5 so Han succeeds, slipping under the door in the nick of time.''
  
 
===Failure===
 
===Failure===
A failed check doesn’t necessarily mean you don’t accomplish what you attempted. You might still get the outcome if you can propose a sufficient consequence for that success. The referee is the final judge of whether your proposal is adequate, and may negotiate terms as well. Common costs include losing hits, wits, or items. A failure cost has to matter. Once the terms are agreed upon you decide whether to apply them or suffer the original failure consequence.
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A failed check doesn’t necessarily mean you don’t accomplish what you attempted. You might still get the outcome if you can propose a sufficient consequence for that success. The referee is the final judge of whether your proposal is adequate, and may negotiate terms as well. Common costs include losing hits, wits, or items or adding new lasting complications. Once the terms are agreed upon you decide whether to apply them or suffer the original failure.
  
 
''Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time. Chen fails the check, but his player proposes a cost: the barricade is completed, but Chen is exhausted (a state) for the upcoming battle due to the effort to get it done in time. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.''
 
''Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time. Chen fails the check, but his player proposes a cost: the barricade is completed, but Chen is exhausted (a state) for the upcoming battle due to the effort to get it done in time. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.''
  
 
===Cooperation===
 
===Cooperation===
When allies pool their efforts they each roll a check. Applicable modifiers are applied to each check. A cooperating check doesn’t need to be rolled against the same attribute or skill.
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When allies pool their efforts they each roll a check. Applicable modifiers are applied to each check. Cooperating checks don’t need to be rolled against the same attribute or skill.
  
The best success level is used for the group’s result. Each success level gained from other rolls adds to the total for the group, but every participant who fails subtracts one success level from the total. If any participant fumbles everyone cooperating on the check also gains interference.
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The best set within one roll is used for the group’s result. Each cooperating roll may add matching dice to the main set. If a cooperating check completely fails it removes a die from the set.
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Some circumstances force a single character to become a primary roller, and everyone else only rolls support. In such cases only the primary roller's dice count for choosing the set.
  
 
===Venture===
 
===Venture===
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After your roll, you take away the highest resulting die for each venture (after explosions). If you fail or lose the contest there is no further effect.  
 
After your roll, you take away the highest resulting die for each venture (after explosions). If you fail or lose the contest there is no further effect.  
  
If you still succeed, choose a skill, attribute, or damage type. You gain +2 dice for each –1 venture on that upcoming roll. If the bonus isn’t used before the of the round, it’s lost. You may choose to add your venture dice to a friend’s check instead of your own.
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If you succeed after the dice are removed, choose something to apply your venture bonus to: a check, damage roll, or even an ally's check. You gain +2 dice for each –1 venture on that upcoming roll. If the bonus isn’t used before the end of your next turn, it’s lost.
  
 
''Han faces a gang in an alley, and is hoping to intimidate them into leaving her alone. When one throws a punch, she declares a venture on her defense. She'll take -1 venture to reflect a fancy dodge using the splits and flicking the thug on the nose, and if she succeeds that will give her +2 dice on her check to threaten them on her action.''
 
''Han faces a gang in an alley, and is hoping to intimidate them into leaving her alone. When one throws a punch, she declares a venture on her defense. She'll take -1 venture to reflect a fancy dodge using the splits and flicking the thug on the nose, and if she succeeds that will give her +2 dice on her check to threaten them on her action.''
  
 
===Momentum===
 
===Momentum===
Each triumph (pair of 6’s) grants you  momentum. If you have a momentum stunt you may spend the momentum to immediately trigger it. Some encounters or zones have built in stunts that can be triggered when you gain a triumph.
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Every pair 6’s on a check is called a triumph, and may optionally be converted into momentum. The pair may be removed from the roll (before figuring sets or success) to trigger a momentum [[stunt]]. Some encounters or zones have built in stunts to trigger.
 
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If you don’t have a stunt to trigger you gain a bonus die for your next roll, or a friend’s next roll just as if you had committed to a venture. Just explain how the positive effect from the success spills over to the next roll. Bonus dice from momentum do stack with venture dice.
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===Interference===
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When the majority of your initial dice (before explosions) roll 1’s, you gain interference. The check fails, even if other dice from the roll would normally indicate success. Any 6’s in the roll don’t explode. Spending focus on a check with interference doesn’t add a success, it removes a 1 result.
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Note that interference only occurs on the initial roll. If exploding dice manage to make the majority of dice 1’s, no interference results.
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Some faults, keywords, or locations have effects that trigger on interference in place of the normal effect. If you have more than one fumble effect that can trigger you choose which one to suffer.
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A common interference trigger occurs on ledges. When you are in an area with a ledge interference knocks you down, and you count as climbing. If you are already down or climbing interference knocks you off the ledge and you fall.
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Alternatively, momentum may instead grant you a bonus on your next roll, or an ally's next roll. Place the die, sometimes called a momentum die, on the recipient's character sheet and roll it with the next check. If the momentum die isn't used on the next check it's lost.
  
 
==See Also==
 
==See Also==

Revision as of 22:07, 27 November 2016

Meaningful Checks
A check should only ever be attempted when both potential outcomes have consequences. Say you need to make a strength check to push open a door. The effect of success is obvious (the door is opened), but is there a consequence for failure other than just having to try again? If there is, then it's a valid check. But if there isn't, assume you eventually manage to push the door open and move on. Time and effort are potential consequences, but only if they'll make a difference for the next decision or encounter.

Likewise, be prepared to follow through on either possibility if the check dictates it. If that sounds untenable or uninteresting then don't check, just narrate the success. Narrating an automatic failure is possible but much more frustrating. Any time you take this option you should highlight that the failure is due to circumstances outside the players control, and call out those circumstances so they have an avenue for changing them. Never cheat a check. When you get a result you don't want it introduces precisely the chaos and surprise that makes a dice driven game different from a story driven game. What you thought was the climactic victorious moment is actually a tragedy or a setback. Go with it, and see what's down that path.

Checks resolve uncertainty when both the outcome matters, and there’s some doubt about the result.

Roll dice equal to your score in the most applicable attribute or skill. Each lists examples of appropriate checks, but you can negotiate which one makes most sense for a situation based on your approach. The referee has final say on which score to use, depending on the situation.

For a basic check look at the highest value of any die rolled:

  • Failure: The highest die is green (1, 2, or 3).
  • Success: The highest die is blue or red (4, 5, or 6).

Success Levels

For contests and complications you need relative levels of success, rather than just success or failure. Each extra result that matches a successful number (4, 5, or 6) is called a set, and counts as an extra level of success. So 2 5’s would be 2 set success, 3 4’s would be 3 set, and so on. Only the largest set from the roll counts.

In a contest the roll with the highest set wins. The set with the highest die result breaks ties, and any further ties are resolved through reflex. For example, a set of 2 5’s would beat a set of 2 4’s, but a set of 3 4’s would beat a set of 2 5’s.

Han kicks Tenacious Chen, and he dodges using his guard. They roll a contest. She rolls 3d for her Combat score, he rolls 2d for Agility. Han's results are 2, 4, and 5, so a success at a 5. He rolls a 1 and a 6, the extra die comes up a 2, so a success with a 6. The 6 is the higher die, so Chen wins the contest and dodges her kick.

Focus

After the results are rolled you may spend 1 focus to add another 2 dice to the roll. You may only spend 1 focus per roll. In a contest you may wait to see the other result before spending. The character with the lower reflex must commit to spend or not spend first, then the character with the higher reflex may choose.

Modifiers

Circumstances affect your score during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to the roll. Each penalty removes a die before you roll. If a penalty would remove your last die there's no longer doubt about the result, the check would fail. Bonuses and penalties negate one another before the check is rolled.

Han needs to dive out of a room before a heavy door slams down and traps her within. Agility is the most appropriate skill, and she has a 4 score. The door falls very quickly so the referee applies a penalty to the check check. Han rolls 3d and gets 1, 4, and 5. The highest result is 5 so Han succeeds, slipping under the door in the nick of time.

Failure

A failed check doesn’t necessarily mean you don’t accomplish what you attempted. You might still get the outcome if you can propose a sufficient consequence for that success. The referee is the final judge of whether your proposal is adequate, and may negotiate terms as well. Common costs include losing hits, wits, or items or adding new lasting complications. Once the terms are agreed upon you decide whether to apply them or suffer the original failure.

Tenacious Chen is attempting to build a barricade before enemies arrive. The referee rules that this is a strength check, and a success indicates that the barricade is complete in time. Chen fails the check, but his player proposes a cost: the barricade is completed, but Chen is exhausted (a state) for the upcoming battle due to the effort to get it done in time. The referee agrees that's a valid consequence, and now Chen must decide whether that barricade is worth it.

Cooperation

When allies pool their efforts they each roll a check. Applicable modifiers are applied to each check. Cooperating checks don’t need to be rolled against the same attribute or skill.

The best set within one roll is used for the group’s result. Each cooperating roll may add matching dice to the main set. If a cooperating check completely fails it removes a die from the set.

Some circumstances force a single character to become a primary roller, and everyone else only rolls support. In such cases only the primary roller's dice count for choosing the set.

Venture

You can take risks to get better results on a future check or damage roll. Before you roll a check, you can declare a venture and set a level from –1 to –3, describing just what you’re doing to make your check harder and how it will benefit an upcoming roll.

After your roll, you take away the highest resulting die for each venture (after explosions). If you fail or lose the contest there is no further effect.

If you succeed after the dice are removed, choose something to apply your venture bonus to: a check, damage roll, or even an ally's check. You gain +2 dice for each –1 venture on that upcoming roll. If the bonus isn’t used before the end of your next turn, it’s lost.

Han faces a gang in an alley, and is hoping to intimidate them into leaving her alone. When one throws a punch, she declares a venture on her defense. She'll take -1 venture to reflect a fancy dodge using the splits and flicking the thug on the nose, and if she succeeds that will give her +2 dice on her check to threaten them on her action.

Momentum

Every pair 6’s on a check is called a triumph, and may optionally be converted into momentum. The pair may be removed from the roll (before figuring sets or success) to trigger a momentum stunt. Some encounters or zones have built in stunts to trigger.

Alternatively, momentum may instead grant you a bonus on your next roll, or an ally's next roll. Place the die, sometimes called a momentum die, on the recipient's character sheet and roll it with the next check. If the momentum die isn't used on the next check it's lost.

See Also


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