When to perform checks
For a Game Master, knowing when to call for a Check and when not to do so is a
Skill that develops over time through trial and error.
The following guidelines can be of help:
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The Player Characters are heroes. Unless there’s a capable opposition or
immediate threat, a Player Character's actions should simply succeed.
Finding the tavern requires no roll — getting there without being noticed by
the local bandit gang, on the other hand, will take some effort.
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Context and circumstances. The same action might require a Check depending
on when and where it takes place. Swimming in a calm river doesn’t require a
Check, while doing the same during a flood is extremely dangerous and would
require a Check.
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Relevant background. If a character’s Traits or general background are
enough for them to succeed, the Game Master should simply allow it. For
instance, an aristocrat will have little to no trouble securing an
invitation for a court ball.
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Impossible actions. Some actions simply cannot succeed, but you have to be
open to the Players’ creativity! You can’t jump from Earth to the Moon, but
you can build a magical ship to get there. You just need to remember that
nothing comes for free, and build interesting situations around the Players’
ideas.
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Relevant failure. Failing a Check means the situation gets worse. If failure
has no relevant impact on the situation, the Game Master should simply
describe the outcome of the action and skip the Check. The same is true when
a character isn’t acting under pressure: their actions may require time, but
they will no doubt achieve their goal.
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Stick to the rules. If the rules ask for a Check — or if they don’t —
there’s probably a good reason. Think twice before doing the opposite, and
only do so if everyone at the table is okay with it.