core_mechanic
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core_mechanic [2019/12/27 18:03] – created andrew | core_mechanic [2020/03/06 14:51] (current) – [DCs] andrew | ||
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against the action’s Difficulty Class (DC). | against the action’s Difficulty Class (DC). | ||
- | Either the GM or player of a PC roll checks | + | Either the GM or player of a PC roll checks |
- | ing on who is acting in the fiction. If a | + | |
character has an overwhelming advantage, | character has an overwhelming advantage, | ||
- | they can roll 2d20 and take the better. | + | they can roll 2d20 and take the better. |
- | wise, disadvantage forces them to roll 2d20 | + | |
and take the lesser. | and take the lesser. | ||
+ | |||
+ | {{ : | ||
===== Let it Ride ===== | ===== Let it Ride ===== | ||
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===== DCs ===== | ===== DCs ===== | ||
- | The DC is determined by the GM and based | + | The DC is determined by the GM and based on the difficulty of the action; it can either be static (based on an obstacle) or opposed (like rolling against another character). You succeed if you meet or exceed the DC. The default DC is 11, and any check that doesn' |
- | on the difficulty of the action; it can either | + | |
- | be static (based on an obstacle) or opposed | + | |
- | (like rolling against another character). | + | |
- | You succeed if you meet or exceed the DC. | + | |
- | The default DC is 11, but may range between | + | |
- | 5 and 20. The GM can state if a task is | + | |
- | impossible or doesn’t require a check. | + | |
+ | ===== Criticals ===== | ||
+ | |||
+ | Any roll of a 20 on a D20 is considered to be a critical success, automatically succeeding. Any roll of a 1 on a D20 is considered to be a critical failure, automatically failing. These special rolls are particularly important because of their effect on the [[durability]] of PC's armor and weapons. | ||
===== Check Modifiers ===== | ===== Check Modifiers ===== | ||
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they add their proficiency bonus to checks. | they add their proficiency bonus to checks. | ||
Each modifier source is added once per roll. | Each modifier source is added once per roll. | ||
+ | |||
+ | ===== Saves ===== | ||
+ | Any time a saving throw is required (traps, | ||
+ | spell effects, environmental threats) treat it | ||
+ | as a check with the appropriate modifiers. | ||
+ | Some circumstances can cause a check to be | ||
+ | rolled at advantage or disadvantage. Many spell effects don't have a save, but rather require a successful magical attack against the target. | ||
+ | |||
+ | |||
+ | =====Magic Attack Roll===== | ||
+ | Magical attack rolls are rolled by a spell-casting character on 1D20, adding his Intelligence modifier (Scholars) or Wisdom modifier (Zealots) plus his proficiency bonus. | ||
+ | |||
+ |
core_mechanic.1577469798.txt.gz · Last modified: 2019/12/27 18:03 by andrew