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<h2>SUCCESS AND FAILURE</h2>
<p>Keep the following in mind when you describe the impact of a Check:</p>
<ul>
<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>
<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 (<a
href="/books/core/#page-52"
>see page 52</a
>).
</p>
</li>
<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.
</li>
</ul>
<h3>OPTIONAL: SUCCESS AT A COST</h3>
<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>
<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>