52 lines
2.0 KiB
HTML
52 lines
2.0 KiB
HTML
<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.
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</p>
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<p>The following guidelines can be of help:</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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Context and circumstances. The same action might require a Check depending
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on when and where it takes place. Swimming in a calm river doesn’t require a
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Check, while doing the same during a flood is extremely dangerous and would
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require a Check.
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</li>
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<li>
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Relevant background. If a character’s Traits or general background are
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enough for them to succeed, the Game Master should simply allow it. For
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instance, an aristocrat will have little to no trouble securing an
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invitation for a court ball.
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</li>
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<li>
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Impossible actions. Some actions simply cannot succeed, but you have to be
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open to the Players’ creativity! You can’t jump from Earth to the Moon, but
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you can build a magical ship to get there. You just need to remember that
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nothing comes for free, and build interesting situations around the Players’
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ideas.
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</li>
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<li>
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Relevant failure. Failing a Check means the situation gets worse. If failure
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has no relevant impact on the situation, the Game Master should simply
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describe the outcome of the action and skip the Check. The same is true when
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a character isn’t acting under pressure: their actions may require time, but
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they will no doubt achieve their goal.
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</li>
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<li>
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Stick to the rules. If the rules ask for a Check — or if they don’t —
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there’s probably a good reason. Think twice before doing the opposite, and
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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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