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# Resolving Checks
Generally we have 3 different numbers that we could use:
- Card Draw
- Stats
- Dice Roll

Here are some ways we can do that:

### Determine Difficulty
GM dynamically determines difficulty by adding a point for each 'hurdle'. For example if you had to swing a weapon(+1 difficulty) in a tight corridor(+1 difficulty) against a shielded enemy(+1 difficulty) then the check would have a +3 difficulty. I was thinking to then subtract your relevant stat of the difficulty and then use that result(minimum 0) for resolving.

- Players first select an appropriate card form their hand to use with an ability they choose.  
- Then the GM then determines the difficulty, by adding 2 difficulty for each hurdle the player's action has. The GM also announces what happens in a critical failure(usually related to one of the hurdles). Once added up, the player then subtracts their relevant skill(subtract double that amount if it is a relevant career as well).
- The player can choose to reject doing the action, if they accept then the player rolls 1d6. If the roll is higher then the difficulty rating then the roll passed. If the roll is a 1 then it is a critical failure. If it a match or less then it is a standard failure.

Pick Ability -> Determine Difficulty -> Confirm -> Roll 1d6 -> Play Outcome