When \glspl{pc} attempt something dangerous and difficult, the \gls{gm} states the \gls{tn}, and the players try to beat it by rolling $2D6$ plus any bonuses.
\begin{itemize}
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@@ -207,7 +208,7 @@ Total: & +6 & & &\\
\label{resistedactions}
When \glspl{npc} resist the players actions, one side rolls as normal, while the other adds their ability to the \gls{tn}.
\footnote{In general, only players roll.}
\subsection{Margins}
\index{Margins}
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@@ -416,37 +417,6 @@ Perhaps they want to work with you because they have no idea how bad they are at
The Failure Margin should indicate just how bad the henchman is, so the \gls{gm} is encouraged to make the roll in secret.
\subsection{Cultures \& Exchange Rates}
\index{Exchange Rates}
Different cultures have different exchange rates -- the elven versions of standard equipment are always artistically engraved and in high demand; the elves also value the coinage and materials of outsiders very little, so they will not part with their items for human or dwarvish gold easily.
As a result, their --- and other --- culture's items are more expensive than human items.
\sidebox{
\begin{rollchart}
Race & Multiplier \\\hline
Elves &$\times3$\\
Dwarves &$\times2$\\
Gnomes &$\times2$\\
Gnolls &$\frac{1}{2}$\\
\end{rollchart}
}
The costs of the items here are based on the most common race -- humans.
Other races have a multiplier effect based on how expensive their equipment is.
Different races will also have different items available.
In general, anything of a basic (non adjusted) value of over 2 \gls{sp} will not be available in a village, while towns will not have anything of over 10 \gls{sp} in value.
Characters can only buy expensive, artisan, items in cities.
Services suffer the same adjustments.
The party will not find gnomes willing to guide `a bunch of giants' as easily as the young humans in a village.