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-rw-r--r--src/checks.mdown9
1 files changed, 6 insertions, 3 deletions
diff --git a/src/checks.mdown b/src/checks.mdown
index de5c053..f8c553a 100644
--- a/src/checks.mdown
+++ b/src/checks.mdown
@@ -9,10 +9,13 @@ Here is an explanation of each step of a check.
Player asks to do an action or ability, naming a relevant discipline and/or object if applicable which would assist them(players are **NOT** to state they are 'using' or 'intending to use' a stat)
### 2. Determine Difficulties and Advantages
-The base point difficulty of a check is 5. Then a GM adds points for each 'hurdle' or two points if the hurdle is especially difficult. For example if you had to swing a weapon in a tight corridor(+1 difficulty) against a shielded enemy(+2 difficulty) then the check would have a +3 difficulty totalling to 8.
+GM determines how difficult a check is and what the relevant skill is.
+| Medium | Hard | Extreme | Borderline Impossible |
+| --- | --- | --- | --- |
+| 3-4 | 5-7 | 8-10 | 11-12 |
-However a player will likewise have advantages which will help then succeed. A character may have a discipline or object which is relevant to the check being made at hand. When using an object then the GM will choose to give either a +1 advantage or if the object is particularly effective in this situation may give a +2 advantage instead. Disciplines instead give an advantage equal to the stat relevant to the check being made. Continuing upon the example above the character may be a solider(+3 advantage as they have 3 strength) and using a spear which is effective in corridors(+1 advantage)
+Subtract the player's relevant skill from the difficulty. If they are using a relevant skill then subtract 2 more.
### 3. Resolve the Check
-The player resolves the check by drawing or playing a card from their fate deck. If the card is equal or higher then the player's character has succeeded in the check.
+The player resolves the check by rolling. If the result is higher or equal to the difficulty then they succeed. Otherwise they fail.