Ability Rolls

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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.


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