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Previous Section:
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# Rolling Dice
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A large part of any table top game is rolling dice. Dice represent uncertainty in the game. Whether that uncertainty come from attempting a difficult task, adversaries working against you, or encountering random creatures out in the wild dice are useful for determining outcomes that are fair.
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When dice rolls are called for they will be in the following form `number of dice + 'd' + number of sides`. For example, if a rule calls for two four sided dice to be rolled at will say 2d4. Often there will also be a modifier added to the dice roll which is indicated with a '+' and the name of the modifier, like Agility or Brawling.
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## Making Checks
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Whenever a character makes a roll to determine if thy succeed in a task they are making a Check. A check consists of a d20 roll plus two modifiers. Which modifiers are used are based on the type of check and the goal of the character.
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# Next Section
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[[02 🔵 Determining the Modifier]]
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Previous Section: [[01 🔵 Rolling Dice]]
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# Determining the Modifier
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To determine the relevant modifier consult the [[01 🟡 Attribute Descriptions|Attribute Descriptions]] and [[02 🔵 Skill Descriptions|Skill Descriptions]] pages to find the most relevant combination. Skill checks always use one Attribute and one Skill. Saves use one Attribute but add the value twice. This means that there should always be at least two modifiers added to every roll. Some items or features may rant additional benefits but you should never add less than two relevant modifiers.
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# Next Section
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[[03 🔵 Determining Success or Failure]]
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Previous Section: [[02 🔵 Determining the Modifier]]
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# Determining Success or Failure
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In most cases you measure your result against a target value, called the Difficulty Value (DV), set by the GM. If your check result is equal to or higher than the DV you succeed. If it's less then the DV you fail.
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## Determining DV
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Most of the time the rules tell the GM what the DV should be. For example, in combat creatures have an Evasion Value (EV). If a player's roll to hit meets or beats that EV the hit lands. When the rules don't specify the DV, the GM sets an appropriate number. If you're the GM and you aren't sure, think about how hard you want a task to be. Then consult the Typical Difficulty Value Table to assign a number.
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## Typical Difficulty Value Table
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| Difficulty | Chance of Success | DV |
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| ---------- | --------------------------- | ------------ |
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| Easy | High chance of success | 5 or less |
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| Medium | Moderate chance of success | 15 |
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| Hard | Low chance of success | 25 |
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| Very Hard | Almost no chance of success | 35 or higher |
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The highest possible roll is a 55. To reach this value a player needs to roll a 20 on the dice and the character needs to have the max value in the relevant Attribute (+10), the max level in the relevant Skill (+10) and, legendary skill proficiency in that skill (+15).
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Since this highest roll uses skill proficiencies the highest possible Save is slightly lower with a value of 40 since Attributes don't have proficiencies.
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# Next Section
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[[04 🔵 Types of Checks]]
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Previous Section: [[03 🔵 Determining Success or Failure]]
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# Types of Checks
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## Attack Rolls
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Attack rolls are made when a character is attempting to deal damage to a creature or object. Rules for Attack Rolls can be found in the [[02 🔵 Combat Process|Combat Process]] section.
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## Skill Checks
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Skill Checks are made when a Character is attempting to complete a non trivial task. When the GM calls for a Skill Check they will specify which [[02 🔵 Skill Descriptions|Skill]] to use and they may specify an [[01 🟡 Attribute Descriptions|Attribute]]. If they do not specify which Attribute to use use the linked Attribute found in the [[02 🔵 Skill Descriptions|Skill Description]]. If the player thinks a different Attribute or Skill may apply they can suggest the change to the GM but it ultimately comes down to GM discretion.
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### Simple Checks
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Simple checks have a set static DV that the player is trying to reach. Success is determined by meeting or rolling above the DV.
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### Opposed Checks
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Opposed checks occur when your efforts are directly opposed by another character. In an opposed check there is no DV, rather you compare the results of the Skill Checks of all involved characters. The character with the highest roll after modifiers have been added succeeds and the other participants fail. In the result of a tie the situation remains the same. For example, if two characters are trying to be the first to pick a ring off the ground and their rolls tie neither participant picks the ring up. If trying to keep a door closed the opponents tie the door remains closed.
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### Passive Checks
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Passive checks don't involve any dice rolls. They are used to represent an average when a character tries to do something repeatedly. Or the GM can use passive checks to secretly determine if a character succeeds at something the player doesn't know to try to do, like spotting a hidden adversary.
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The result of a passive check is 10 + all modifier that normally apply to the check. If a character has advantage add 5 to the result. If they have disadvantage subtract 5.
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### Working Together
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Sometimes two or more creatures work together. In this case, the creature with the highest Skill is designated the lead for the effort. That creature can make a check with advantage, reflecting the help others give. Providing help in combat requires a specific action, you can read more about that in the [[03 🔵 Actions|03 🔵 Actions]] section.
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A creature can only provide help if they have the capacity to do the task. For example, if a task requires the use of tools a creature that does not have proficiency with those tools can not help. Moreover, creatures can only provide help when their assistance would be productive. For example, threading a needle is not made easier with more people.
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### Group Checks
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When several creatures try to accomplish something as a group, the GM might ask for a Group Check. In this case, characters who are skilled at a task help cover for those you aren't.
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To make a group check, each member of the group makes the skill check separately. If at least half the members succeed (round up), the whole group succeeds. Otherwise, the whole group fails. Group checks don't come up often, and they're most useful when all characters succeed or fail as a group.
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## Saves
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Saves are checks made to resist or avoid threats from spells, traps, poisons, diseases, or similar hazards. The GM normally asks you to make a save because your character is at risk of harm.
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To make a save, roll a d20 and add the appropriate Attribute score as specified by the GM. When adding an Attribute to a save you add the attribute twice. For example, an Agility Save is 1d20 + Agility + Agility.
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The DV for a save is determined by the effect that calls for it. The consequences for success or failure are described after an affect's DV. A successful save means that you suffer no harm, or partial harm, from an effect.
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# Next Section
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[[05 🔵 Advantage and Disadvantage]]
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Previous Section: [[04 🔵 Types of Checks]]
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# Advantage and Disadvantage
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Sometimes special circumstances allow you to roll a check with Advantage or force you to roll a check with Disadvantage.
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- Rolling with Advantage means that you roll two d20s, then use the higher of the two numbers to calculate your result.
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- Rolling with Disadvantage mean you roll two d20s, then use the lower of the two numbers to calculate the result.
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If two or more favorable situations grant advantage, you still roll only one additional d20, and the same is true for disadvantage.
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If circumstances cause a roll to have both advantage and disadvantage, they cancel each other out, and you roll only one d20. This works no matter how many circumstances grant advantage or impose disadvantage. If they conflict at all, you have neither advantage or disadvantage.
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When you have advantage or disadvantage and a rule allows you to reroll the d20, you can reroll only one of the dice. You choose which one but you can only choose one.
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# Next Section
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[[01 🔵 Game Timing]]
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