Ability Rolls #
Ability Rolls are a simple way to test a character’s Abilities. This is when the GM needs to resolve an outcome where a character assumes a passive position, where they aren’t actively resisting something, or aren’t carrying out a deliberate action. For example, an Ability Roll might be used to see if a character notices something unusual in their surroundings, or manages to recall a specific piece of information. But not if they attempt to climb a wall or dodge an attack.
Ability Rolls are typically made by players at the GM’s request. However, the GM may sometimes roll in secret to keep players unaware.
Steps #
- Choosing an Ability #
When an Ability Roll is called, the GM must first pick an Ability for it. Here are some examples:
- Dexterity : for determining if a character hears something unusual or spots a hidden object.
- Knowledge : for determining if a character recognizes an item, symbol, spell or anything that requires education or expertise.
- Insight : for figuring out a person and/or their ulterior motives in a conversation.
etc…
Depending on its score, the Ability determines which type of die is rolled.
- Resolution #
The player (or GM) rolls the die. Any result of 3 or more is considered a success, a result of 1 or 2 is considered a failure.
Example #
Finn is observing a fortress from a safe distance, planning their next move. They notice movement on the walls. The player controlling the character asks if they can see anything:
The GM tells the player to roll a d6 (based on Finn’s dexterity of 2), as they need to test Finn’s eyesight.
They get a result of 5, which counts as a success. The GM says that Finn notices five guards: three patrolling the walls and two standing on a tower.