feat: Links to pages
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<h2>WHEN TO PERFORM CHECKS</h2>
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<p>
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For a Game Master, knowing when to call for a Check and when not to do so is a
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Skill that develops over time through trial and error. The following
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guidelines can be of help:
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</p>
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<ul>
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<li>
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The Player Characters are heroes. Unless there's a capable opposition or
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immediate threat, a Player Character's actions should simply succeed.
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Finding the tavern requires no roll — getting there without being noticed by
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the local bandit gang, on the other hand, will take some effort.
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</li>
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<li>
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<strong>Context and circumstances.</strong> The same action might require a
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Check depending on when and where it takes place. Swimming in a calm river
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doesn’t require a Check, while doing the same during a flood is extremely
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dangerous and would require a Check.
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</li>
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<li>
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<strong>Relevant background.</strong> If a character's Traits or general
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background are enough for them to succeed, the Game Master should simply
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allow it. For instance, an aristocrat will have little to no trouble
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securing an invitation for a court ball.
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</li>
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<li>
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<strong>Impossible actions.</strong> Some actions simply cannot succeed, but
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you have to be open to the Players' creativity! You can't jump from Earth to
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the Moon, but you can build a magical ship to get there. You just need to
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remember that nothing comes for free, and build interesting situations
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around the Players' ideas.
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</li>
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<li>
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<strong>Relevant failure.</strong> Failing a Check means the situation gets
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worse. If failure has no relevant impact on the situation, the Game Master
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should simply describe the outcome of the action and skip the Check. The
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same is true when a character isn't acting under pressure: their actions may
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require time, but they will no doubt achieve their goal.
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</li>
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<li>
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<strong>Stick to the rules.</strong> If the rules ask for a Check — or if
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they don't — there's probably a good reason. Think twice before doing the
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opposite, and only do so if everyone at the table is okay with it.
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</li>
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</ul>
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