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.
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.
The more difficult the action, the higher the \gls{tn}.
Players add one of their character's Attribute and \gls{skill} to the roll, and sometimes a bonus for equipment.
\begin{multicols}{2}
\begin{multicols}{2}
\begin{itemize}
\begin{itemize}
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@@ -73,15 +76,10 @@ When \glspl{pc} attempt something dangerous and difficult, the \gls{gm} states t
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@@ -73,15 +76,10 @@ When \glspl{pc} attempt something dangerous and difficult, the \gls{gm} states t
\end{exampletext}
\end{exampletext}
A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action.
The more difficult the action, the higher the \gls{tn}.
Players add their character's Attribute and \gls{skill} to the roll.
Attributes and \glspl{skill} usually go as high as +3, so a +6 bonus is possible, and higher bonuses are possible with knacks other bonuses.
Poor Attributes give a penalty, rather than a bonus.
All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
All actions are assumed to have a \gls{tn} of 7 unless your \gls{gm} states otherwise.
Don't ask -- just roll!
Don't ask -- just roll!%
\footnote{\Glspl{gm} never forget to state the \gls{tn}, so if you're told to roll, but don't hear any \gls{tn}, then the \gls{tn}\emph{must} by 7.
This is legally binding.}
These standard rules should cover any situation, with the right interpretation.
These standard rules should cover any situation, with the right interpretation.
However, for suggested interpretations with more detail, see \nameref{skill_uses}, \autopageref{skill_uses}.
However, for suggested interpretations with more detail, see \nameref{skill_uses}, \autopageref{skill_uses}.
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@@ -89,7 +87,6 @@ However, for suggested interpretations with more detail, see \nameref{skill_uses
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@@ -89,7 +87,6 @@ However, for suggested interpretations with more detail, see \nameref{skill_uses
\subsection{One Roll Only}
\subsection{One Roll Only}
Players only make one roll per action.
Players only make one roll per action.
If the player wants to attempt to re-try an action, the result remains the same unless circumstances change.
If the player wants to attempt to re-try an action, the result remains the same unless circumstances change.
When many characters are trying to do the same task, a single roll is made, and they all consult the same results.
When many characters are trying to do the same task, a single roll is made, and they all consult the same results.
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@@ -127,13 +124,13 @@ If the party are all attempting the same action, then they only make one roll, w
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@@ -127,13 +124,13 @@ If the party are all attempting the same action, then they only make one roll, w
Difficult, but safe actions allow players to repeat the same task until they get it right or give up.
Difficult, but safe actions allow players to repeat the same task until they get it right or give up.
In these cases, the player sets one die to a `6', and rolls only one die.
In these cases, the player sets one die to a `6', and rolls only the other die.
\begin{exampletext}
\begin{exampletext}
\begin{itemize}
\begin{itemize}
\item
\item
The group want to sneak into a noble's house, and have plenty of time to plan the heist.
The group want to sneak into a noble's house, and have plenty of time to plan the heist.
The \gls{gm} says they can wander past without suspicion, but it will take many nights to plan and gather all the information they need, the Bonuses are Intelligence plus Stealth, and the \gls{tn} is 12.
The \gls{gm} says they can wander past without suspicion, but it will take a week to plan and gather all the information they need, the Bonuses are Intelligence plus Stealth, and the \gls{tn} is 12.
\begin{itemize}
\begin{itemize}
\item
\item
The players accept, and roll a single die, achieving a `4'.
The players accept, and roll a single die, achieving a `4'.
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@@ -147,10 +144,10 @@ In these cases, the player sets one die to a `6', and rolls only one die.
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@@ -147,10 +144,10 @@ In these cases, the player sets one die to a `6', and rolls only one die.
Without any danger reading, the \gls{gm} lets them study it for a month as a \gls{restingaction}.
Without any danger reading, the \gls{gm} lets them study it for a month as a \gls{restingaction}.
\end{itemize}
\end{itemize}
\item
\item
A local noble has little time for the troupe, but they really need to make a proposal he can't refuse.
The troupe really need a favour from a local warden, but he has no time to meet with commoners.
\begin{itemize}
\begin{itemize}
\item
\item
Unfortunately, the \gls{gm} disallows this as a resting action.
The \gls{gm} disallows this as a resting action.
\item
\item
After the first failure, the noble tells his servants not to pay them any more attention -- they can no longer succeed via the official channels.
After the first failure, the noble tells his servants not to pay them any more attention -- they can no longer succeed via the official channels.