bug: Pages numbered correctly in books/core
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@@ -1,16 +1,55 @@
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<h1>Performing an Attribute Check</h1>
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<p>In its most basic form, a Check is known as an Attribute Check and works as follows:</p>
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<h1>22 GAME RULES</h1>
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<h2>DIFFICULTY LEVELS</h2>
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<ol>
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<li>The character rolls the appropriate dice, adding them together and applying any relevant modifiers coming from Skills, spells, equipment, or other effects.</li>
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<li>The character performing the Check states which goal they want to accomplish; the Game Master may also want to further clarify what can be achieved by succeeding at the Check. Sometimes, the goal will be the successful application of a Skill.</li>
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<li>The Game Master declares the <strong>Difficulty Level (DL)</strong> for the Check, using the table on the next page as a reference. Sometimes, the Difficulty Level will be indicated by a specific rule. The Game Master must also inform the Player about what the consequences of a failure will be, making sure everyone understands what is at stake.</li>
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<li>The Player controlling the character describes their approach to the situation, which is to say, how they intend to pursue their goal. Based on that approach, the Game Master chooses which Attributes must be rolled, such as <code>{DEX + MIG}</code> or <code>{WLP + WLP}</code>. Sometimes, the appropriate Attributes will be indicated by a specific rule.</li>
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<li>If the character rolled a fumble or a critical success, apply the corresponding effects (including the automatic failure or success). Otherwise...</li>
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<li>...if the Result of the Check is greater than or equal to the Difficulty Level, the character succeeds. If it is lower, the character fails.</li>
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<li>Finally, the outcome of the Check changes the current situation: either the character achieved their goal, or things took a turn for the worse.</li>
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</ol>
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<p>A Check’s Difficulty Level (DL) is a measure of how complex and risky a certain operation can be. It abstracts several elements into a single number:</p>
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<p>For more information on how to handle and describe the outcome of a Check, see page 44.</p>
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<ul>
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<li>The amount of knowledge and expertise required to complete the operation.</li>
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<li>Any helpful or hindering circumstances such as harsh weather conditions, poor visibility, exhaustion, or supernatural influences.</li>
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<li>The lack or presence of important resources (time, space, materials, etc.) that are needed to achieve the character’s goal.</li>
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<li>The kind of impact the action will have on the story, be it now or later.</li>
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</ul>
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<p>In summary, Difficulty is an abstraction of how the current situation is opposing or hindering the character. The true question you should ask yourself when determining the Difficulty Level for a check, as indicated by the table below, is “Who is likely to accomplish this?”</p>
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<h2>DETERMINING THE DIFFICULTY LEVEL FOR A CHECK</h2>
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<table>
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<thead>
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<tr>
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<th>DL</th>
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<th>Action Difficulty</th>
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<th>Who is likely to accomplish this?</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>7</td>
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<td>Easy</td>
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<td>Anyone with a bit of training or natural talent.</td>
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</tr>
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<tr>
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<td>10</td>
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<td>Normal</td>
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<td>A competent person, or a very talented one.</td>
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</tr>
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<tr>
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<td>13</td>
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<td>Hard</td>
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<td>An expert or a prodigy.</td>
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</tr>
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<tr>
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<td>16</td>
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<td>Very Hard</td>
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<td>Someone who is among the very best in that field.</td>
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</tr>
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</tbody>
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</table>
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<h3>GO WITH TEN</h3>
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<p>If you are the Game Master and find yourself stumped when choosing an appropriate Difficulty Level for a Check, use 10: it is neither too low nor too high, and it's easy to remember.</p>
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<p>Philip Forlenza (Order #)</p>
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