Ability Rolls#
Ability Rolls are a simple way to test Abilities. They are called when a character assumes a passive position, aren’t carrying out a deliberate action or reacting to something undesirable.
They can be used for checking if a character notices something in their surroundings, or manages to recall a piece of information. But not for attempting to climb a wall or dodge an attack.
Steps#
Ability Rolls are typically made by players at the GM’s request. However, the GM may sometimes roll in secret to keep players unaware.
Ability#
Depending on what they want to test, the GM first picks an Ability. Here are some examples:
Dexterity : checking if a character hears something unusual or spots a hidden object.
Knowledge : checking if a character recognizes an item, symbol or spell.
Insight : figuring out a person or noticing something peculiar in a conversation.
etc…
The Ability’s Dice Class determines which type of die is rolled.
Resolution#
The player (or GM) rolls the die:
A result of 1 or 2 is considered a failure, the character fails the test.
Anything else is considered a success, the character succeeds the test.
Example#
A character (Finn) is observing a fortress from a safe distance, planning their next move. They notice movement on the walls, their player asks if they see anything:
The GM tells the player to roll a d6 (based on Finn’s d6 dexterity), as they need to test the character’s eyesight.
They get a result of 4, which counts as a success. The GM says that they notice five guards: three patrolling the walls and two standing on a tower.
