Skill Checks

- Posted in Scarlet-Horizons by

skill-check — Heroes are capable of any of the ordinary feats and exertions to be expected of an intrepid adventurer, but there are times when the outcome is not so clear. Any hero worthy of the name can cross a slippery log or ride a horse, but can they leap a flaming chasm or force a plow horse into the thick of a screaming melee? When the outcome is uncertain, a GM can call for a check.

To make a check, the player rolls 2d8 and adds their most relevant attribute modifier and their most relevant trait. If multiple traits apply to the situation, apply only the highest of the traits. If the total is equal or higher than the difficulty of the check, the hero succeeds. If it’s lower, then something goes wrong. Heroes rarely outright fail in their efforts, but they often suffer new complications or strokes of bad luck. An unmodified roll of 2 on the 2d8 dice is always a failure and a roll of 16 is always a success, assuming success is possible.

Sometimes two opponents are trying to accomplish mutually contradictory ends, such as a thief trying to sneak past a guard as the guard tries to notice any intruders. In such cases both characters make a check with the usual modifiers and the higher one wins. Ties are rerolled if necessary.