Difference between revisions of "Check"
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{{Meaningful Checks}} | {{Meaningful Checks}} | ||
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| − | Checks resolve uncertainty when there's a question about the outcome and the result matters. Roll dice equal to your score in the most applicable [[facet]]. Each facet lists examples of appropriate checks. The referee has final say on which facet is most appropriate for a situation. You may add or subtract dice for | + | Checks resolve uncertainty when there's a question about the outcome and the result '''matters'''. Roll dice equal to your score in the most applicable [[facet]]. Each facet lists examples of appropriate checks. The referee has final say on which facet is most appropriate for a situation. You may add or subtract dice for modifiers (see below), but you never initially roll fewer than one die or more than five. For a basic check look at the highest value of any die rolled. On a result of 6, roll an additional die and add it to the pool. These added dice may exceed the five die limit. If no other modifiers are in play, a roll of 4 or better indicates success: |
| − | *Failure: The highest die is | + | *Failure: The highest die is 1, 2, or 3. |
| − | *Success: The highest die is | + | *Success: The highest die is 4, 5, or 6. |
| − | + | ==Success Levels== | |
| − | + | Many checks are contests, either rolled between two facets or modifiers are rolled as opposition. The individual actively attempting action (called the actor) rolls first, deciding any modifiers, and adding any dice from Will or other sources. If the roll fails then don't roll opposition, the actor has already failed. If the roll is a success then roll any opposition. The actor's player rolls for penalties, and any opposing player rolls the opposing facet separately. Opposing rolls only beat the actor if higher. Multiple results count as higher than a single result, so two 4's is higher than one, a single 5 is higher than the 4's, three 6's is higher than two 6's, and so on. Opposition only wins if higher than the actor, so on a tie the actor still succeeds. | |
| − | '' | + | ''Green-Jade Huang kicks Tenacious Chen, and he dodges. She rolls 3d for her Technique score, and results are 2, 4, and 5--a success, and her best is a 5. He rolls 2d for his Lightness. Huang's results He rolls a 1 and a 6, bonus die comes up a 2. His best is 6, which beats her 5 and so Chen wins the contest and dodges her kick. If he'd rolled a 5 instead she would have hit him, because she was the actor and he would need to beat her not tie to avoid the kick.'' |
| − | + | ==Will== | |
| + | After the initial results but before opposition you may spend 1 Will to add another 2 dice to the roll. These dice may exceed the normal maximum of 5d for a check. You may only spend 1 Will per check. Opposition may likewise spend Will to add 2 dice after any results are tallied. | ||
| − | == | + | ==Modifiers== |
| − | + | Circumstances may affect your score during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to your roll. Each penalty adds a die to a separate pool of opposition dice for the roll. If the penalty pool would become larger than five dice, any extra dice subtract from the actor's skill instead. Opposition never generates a penalty pool, any penalties subtract straight from the foe's score. If penalties would remove your last die, there's no longer doubt about the result and the check fails. | |
| − | + | ''Huang needs to dive out of a room before a heavy door slams down and traps her within. Lightness is the most appropriate skill, and she has a 3 score. The door falls very quickly so the referee applies a penalty, -1 die, to the check check. Huang rolls her 3d and gets 1, 4, and 5, a success! Now a single die is rolled in opposition due to the penalty, and comes up a 5. She's the actor, so she slips under the door in the nick of time.'' | |
| − | + | ||
| − | + | ==Momentum== | |
| + | Every extra pair of successes in the roll generates momentum. Momentum may trigger certain [[stunt]]s, be immediately converted into a +1 damage on an attack, or grant a +1 bonus to a future check. It doesn't even need to be your check, you can forward the bonus to an ally's next roll. Place a die on the recipient's character sheet on the facet you're boosting. Any momentum generated by opposed rolls cancels out first, one pair at a time. Any leftover pairs may be used for momentum regardless of whether the roll won the contest or not. | ||
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| + | ==These may be gone== | ||
| + | Recheck this. | ||
===Failure=== | ===Failure=== | ||
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===Cooperation=== | ===Cooperation=== | ||
When allies pool their efforts they each roll a check. Modifiers are applied to each check separately. Cooperating checks don’t necessarily need to be rolled against the same facet. The best result within the rolls is used for the group’s result. Matching dice from the other rolls may create or add to sets. If a cooperating check completely fails it removes the best die from the result. 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 the best, but tied dice add to the set normally. | When allies pool their efforts they each roll a check. Modifiers are applied to each check separately. Cooperating checks don’t necessarily need to be rolled against the same facet. The best result within the rolls is used for the group’s result. Matching dice from the other rolls may create or add to sets. If a cooperating check completely fails it removes the best die from the result. 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 the best, but tied dice add to the set normally. | ||
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===Venture=== | ===Venture=== | ||
Revision as of 06:13, 17 August 2018
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Meaningful Checks 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 there's a question about the outcome and the result matters. Roll dice equal to your score in the most applicable facet. Each facet lists examples of appropriate checks. The referee has final say on which facet is most appropriate for a situation. You may add or subtract dice for modifiers (see below), but you never initially roll fewer than one die or more than five. For a basic check look at the highest value of any die rolled. On a result of 6, roll an additional die and add it to the pool. These added dice may exceed the five die limit. If no other modifiers are in play, a roll of 4 or better indicates success:
- Failure: The highest die is 1, 2, or 3.
- Success: The highest die is 4, 5, or 6.
Success Levels
Many checks are contests, either rolled between two facets or modifiers are rolled as opposition. The individual actively attempting action (called the actor) rolls first, deciding any modifiers, and adding any dice from Will or other sources. If the roll fails then don't roll opposition, the actor has already failed. If the roll is a success then roll any opposition. The actor's player rolls for penalties, and any opposing player rolls the opposing facet separately. Opposing rolls only beat the actor if higher. Multiple results count as higher than a single result, so two 4's is higher than one, a single 5 is higher than the 4's, three 6's is higher than two 6's, and so on. Opposition only wins if higher than the actor, so on a tie the actor still succeeds.
Green-Jade Huang kicks Tenacious Chen, and he dodges. She rolls 3d for her Technique score, and results are 2, 4, and 5--a success, and her best is a 5. He rolls 2d for his Lightness. Huang's results He rolls a 1 and a 6, bonus die comes up a 2. His best is 6, which beats her 5 and so Chen wins the contest and dodges her kick. If he'd rolled a 5 instead she would have hit him, because she was the actor and he would need to beat her not tie to avoid the kick.
Will
After the initial results but before opposition you may spend 1 Will to add another 2 dice to the roll. These dice may exceed the normal maximum of 5d for a check. You may only spend 1 Will per check. Opposition may likewise spend Will to add 2 dice after any results are tallied.
Modifiers
Circumstances may affect your score during a check. Modifiers are either a bonus or a penalty. Each bonus adds another die to your roll. Each penalty adds a die to a separate pool of opposition dice for the roll. If the penalty pool would become larger than five dice, any extra dice subtract from the actor's skill instead. Opposition never generates a penalty pool, any penalties subtract straight from the foe's score. If penalties would remove your last die, there's no longer doubt about the result and the check fails.
Huang needs to dive out of a room before a heavy door slams down and traps her within. Lightness is the most appropriate skill, and she has a 3 score. The door falls very quickly so the referee applies a penalty, -1 die, to the check check. Huang rolls her 3d and gets 1, 4, and 5, a success! Now a single die is rolled in opposition due to the penalty, and comes up a 5. She's the actor, so she slips under the door in the nick of time.
Momentum
Every extra pair of successes in the roll generates momentum. Momentum may trigger certain stunts, be immediately converted into a +1 damage on an attack, or grant a +1 bonus to a future check. It doesn't even need to be your check, you can forward the bonus to an ally's next roll. Place a die on the recipient's character sheet on the facet you're boosting. Any momentum generated by opposed rolls cancels out first, one pair at a time. Any leftover pairs may be used for momentum regardless of whether the roll won the contest or not.
These may be gone
Recheck this.
Failure
A failed check doesn’t necessarily mean you don’t accomplish what you attempted. You might still get the outcome you want if you negotiate a sufficient consequence for success. The referee is the final judge of whether a consequence is adequate. Common consequences include suffering damage, losing assets, and gaining lasting complications.
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 consequence: 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. Modifiers are applied to each check separately. Cooperating checks don’t necessarily need to be rolled against the same facet. The best result within the rolls is used for the group’s result. Matching dice from the other rolls may create or add to sets. If a cooperating check completely fails it removes the best die from the result. 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 the best, but tied dice add to the set normally.
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 number of ventures (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. If you still succeed after the dice are removed, you gain one momentum for each venture.
Green-Jade Huang faces a gang in an alley, and hopes 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 then flicking the thug on the nose to display her prowess. The gang member rolls his 2d Combat and scores a best of 4. Huang rolls her 4d Agility and gets 1, 4, 5, 5. Thanks to the venture she loses one of her 5's, but that's still enough to win the contest and gain momentum. She places the two dice on her will facet for when she attempts to stare the gang down on her turn!
See Also
Version 2.5.4
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