48 lines
1.9 KiB
HTML
48 lines
1.9 KiB
HTML
<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>
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<strong>Never subvert the outcome.</strong> No matter the premise, the
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outcome of the Check must be applied for what it is. No one at the table can
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turn a failure into a success and vice versa: otherwise, why would dice be
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rolled in the first place?
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</li>
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<li>
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<strong>Relevant success.</strong> If a character succeeds at a Check, they
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have confronted the odds and emerged victorious. The Game Master shouldn't
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call for further Checks to “confirm” their success: they have earned it.
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<p>
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If you think an objective requires multiple Checks, use a Clock (<a
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href="/books/core/#page-52"
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>see page 52</a
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>).
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</p>
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</li>
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<li>
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<strong>No do-overs.</strong> Just like a success should not require further
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confirmation, a failure means you can't "try again" unless the situation is
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drastically altered in some way.
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</li>
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</ul>
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<h3>OPTIONAL: SUCCESS AT A COST</h3>
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<p>
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This rule allows Player Characters to turn failure into success, but it comes
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at a steep price. When a character fails a Check, anyone may propose a success
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at a cost. The Game Master can make adjustments to the cost as they see fit,
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and then the Player who performed the Check can accept or refuse.
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</p>
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<p>
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When determining whether a given cost would be appropriate, remember that it
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should put the character in a rough spot or take something important away from
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them. If a cost can be remedied with little effort, something is wrong.
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</p>
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<p>
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Back to the previous example: The High Master might listen to Brigid's
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reasons, but only if she publicly apologizes and admits that Relde's scholars
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are better than her.
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</p>
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<p>
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You cannot succeed at a cost if your character fumbled the Check. When you
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succeed at a cost, the Check's High Roll and Result remain the same.
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</p>
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