bug: Pages numbered correctly in books/core
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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>W CHECKS IN PLAY</h1>
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<p>Now that you know the mechanical process behind a Check, let's take a look at how it will work in play.</p>
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<p>Our heroes have been allowed before the High Master of Relde, a village whose aid would prove invaluable in the struggle against Empress Almara's forces. Since Relde's people are well-versed in philosophy and magic, everyone agrees this negotiation should be handled by Brigid, the group's scholar.</p>
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<p>Brigid's Player, Emil, describes her goal and approach: "Brigid doesn't like to beat around the bush, so... I'll simply stand before the High Master and explain that Almara's army is getting closer by the day. If the people of Relde forbid them from crossing the mountain pass, the army will be forced to take a longer route and we'll have more time to prepare for the battle and evacuate the locals."</p>
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<p>The Game Master nods. "Okay. Is there anything else you think you can use to your advantage? This won't be easy, you're asking him to endanger his own people."</p>
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<p>"I... not really. But I'll add this: if he refuses, we still plan on fighting the Empire, tooth and nail. Which means his village and the pass will probably become a base of operations for the Imperial forces, sooner or later."</p>
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<p>"I see. I was thinking Insight + Willpower for the Check, but you are almost threatening him... so Willpower + Willpower seems better."</p>
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<p>"Oh, I'm great at Willpower! So... thanks, I guess?"</p>
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<p>"Yours is a bit of a risky play. If the Check fails, you'll probably be kicked out of Relde. Still, Reldeans are keepers to many secrets and wouldn't want them to fall into Imperial hands... because of that, the Difficulty Level is just 10."</p>
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<p>Brigid has a Willpower of d10, so she rolls 2d10 and adds them together... only a 5!</p>
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<p>It is normally the Game Master’s role to describe the outcome of an action by taking into account the character’s stated goals and the Result of their Check; however, taking a step back and asking for input can make for great roleplay moments.</p>
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<p>"That doesn't look good," the Game Master raises their eyebrows. "How about you tell me where you messed up?"</p>
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<p>"You know what? I think the problem is there's some bad blood between Relde's 'faculty' and my own. The High Master probably doesn't like that I'm implying his people wouldn't stand a chance against the empire..."</p>
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<p>"Oh, I like that a lot! But he doesn't. You're quickly escorted outside the village."</p>
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<h2>SUCCESS AND FAILURE</h2>
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<p>Keep the following in mind when you describe the impact of a Check:</p>
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<ul>
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<li><strong>Never subvert the outcome.</strong> No matter the premise, the outcome of the Check must be applied for what it is. No one at the table can turn a failure into a success and vice versa: otherwise, why would dice be rolled in the first place?</li>
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<li><strong>Relevant success.</strong> If a character succeeds at a Check, they have confronted the odds and emerged victorious. The Game Master shouldn’t call for further Checks to “confirm” their success: they have earned it. <p>If you think an objective requires multiple Checks, use a Clock (see page 52).</p></li>
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<li><strong>No do-overs.</strong> Just like a success should not require further confirmation, a failure means you can't "try again" unless the situation is drastically altered in some way.<p>This rule allows Player Characters to turn failure into success, but it comes at a steep price. When a character fails a Check, anyone may propose a success at a cost. The Game Master can make adjustments to the cost as they see fit, and then the Player who performed the Check can accept or refuse.</p><p>When determining whether a given cost would be appropriate, remember that it should put the character in a rough spot or take something important away from them. If a cost can be remedied with little effort, something is wrong.</p><p>Back to the previous example: The High Master might listen to Brigid's reasons, but only if she publicly apologizes and admits that Relde's scholars are better than her.</p></li>
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</ul>
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<p>You cannot succeed at a cost if your character fumbled the Check. When you succeed at a cost, the Check's High Roll and Result remain the same.</p>
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<h3>OPTIONAL: SUCCESS AT A COST</h3>
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<p>Philip Forlenza (Order #)</p>
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