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<blockquote data-quote="Iosue" data-source="post: 8762649" data-attributes="member: 6680772"><p>Now we move to the thickest sections of the book, the <strong>Rules</strong>. The chapter actually starts with Skill Packages, but since we covered that during character generation, we'll move on to <strong>Action Checks</strong>.</p><p></p><p>Action Checks are the basic mechanic of the game. In function they are just like the d20 checks of D&D. The GM sets a target number, applicable skill package(s), and applicable ability bonus, and the player rolls 2d6, trying to beat that number, adding the relevant skill package level and ability bonus. Let's say Alistair wants to climb a wall. The GM says its a climbing check, which is Scout or Ranger level + Agility bonus. I roll a 7, and add my Scout Level (2) and Agility Bonus (3) for a total of 12. The target number is 11, so I succeed.</p><p></p><p>In most cases, if a character doesn't have the relevant skill package, they can still try, but it's a bare roll with no bonuses.</p><p></p><p>Double 1's are automatic failures, and double 6's are automatic successes. These are called 1-<em>zoro</em> and 6-<em>zoro</em>, respectively, from the Japanese word <em>soro-u</em>, meaning "to be together, to be uniform." If you roll an 1-<em>zoro</em>, you immediately get 50 XP, to represent learning through adversity.</p><p></p><p>Target numbers can go from 5 (even an unskilled person will succeed most of the time) to 21 (even skilled and capable person will need to have some luck). In addition to the target number, the GM may set situational penalties or bonuses to the roll. The generally go from -4 to +4. Both generic and specific lists of common penalties and bonuses are provided for reference.</p><p></p><p>Some checks are opposed. The most prototypical example is the to-hit check vs the evasion check. If it's a matter of two people doing something at the same time, it's just a normal check with the high roll winning, and ties resulting in a tie or a reroll. But some rolls have an active and a passive aspect (like to-hit vs evasion). In that case, ties go to the passive side.</p><p></p><p>In practice, the majority of checks will use the checks described in the book, but if a check is required that is not in the book, the GM can decide on the relevant skill package and ability score. This section also includes advice to the GM on adjudicating Ranger skills, which are only usable in a nature environment. The pre-set checks are ordered in the book by relevant ability score.</p><p></p><p>Dexterity - These are all Scout/Ranger checks: Hiding Traces, First Aid, Open Locks, Pickpocketing, Disguise, and Setting Traps. There is one more check that applies to everyone: the to-hit check. This check uses the to-hit bonus that all characters have (calculated by adding Warrior Skill Package level to the Dexterity bonus). </p><p></p><p>Agility - With two exceptions, all Scout/Ranger checks: Break Fall, Hide (both transitive and intransitive), Acrobatics, Climbing, and Following. The exceptions, like the to-hit check, rely on bonuses everyone has: the initiative bonus and the evasion bonus. Initiative adds levels in Scout, while evasion adds levels in a Warrior Skill Package.</p><p></p><p>Wisdom - Much more variation here.</p><p>Scout/Ranger checks: Tracking, Detect Abnormality, Listening, Sense Danger, Deep Search, Weather Forecasting, Avoid Traps</p><p>Sage checks: General Knowledge, Research, Civilization Appraisal, Monster Knowledge</p><p>Ranger/Sage checks: Sickness Knowledge, Medicine Making</p><p>Scout/Sage check: Treasure Appraisal</p><p>Scout/Ranger/Sage check: Map Making</p><p>Magic-user Skill Package: Wield Magic</p><p></p><p>Now come checks that everyone can do, adding their Adventurer Level to the ability bonus.</p><p>Constitution checks: Life-or-Death (death save), Life Resistance (save vs physical effects/damage)</p><p>Spirit check: Spiritual Resistance (save vs magical effects/damage)</p><p>Wisdom check: Truth-or-Lie</p><p>Agility check: Jumping</p><p>Strength checks: Climbing (like the Scout version, but takes 10 minutes to the Scout's 1), Arm Strength (for lifting, carrying and other feats of strength).</p><p></p><p>As mentioned in my previous post, because so many checks can only be done by the Scout, Ranger, or Sage, grouping all of these into Action Check Packages helps with easy reference. For the Scout and the Ranger, Dexterity checks fall under the Skill Check Package, Agility checks fall under the Athletics Check Package, Wisdom checks fall under the Perception Check Package. Sage characters additionally get the Knowledge Package. This redundancy is not, of course, how you would design a check system from the ground up. As I understand it, these packages are a new innovation of 2.5 (or the inclusion of a supplementary rule in the new core rules). Compatibility with legacy mechanics can be a harsh master. But at least this way some of work is taken off the GM, while those that are comfortable with the old system can still use that.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8762649, member: 6680772"] Now we move to the thickest sections of the book, the [B]Rules[/B]. The chapter actually starts with Skill Packages, but since we covered that during character generation, we'll move on to [B]Action Checks[/B]. Action Checks are the basic mechanic of the game. In function they are just like the d20 checks of D&D. The GM sets a target number, applicable skill package(s), and applicable ability bonus, and the player rolls 2d6, trying to beat that number, adding the relevant skill package level and ability bonus. Let's say Alistair wants to climb a wall. The GM says its a climbing check, which is Scout or Ranger level + Agility bonus. I roll a 7, and add my Scout Level (2) and Agility Bonus (3) for a total of 12. The target number is 11, so I succeed. In most cases, if a character doesn't have the relevant skill package, they can still try, but it's a bare roll with no bonuses. Double 1's are automatic failures, and double 6's are automatic successes. These are called 1-[I]zoro[/I] and 6-[I]zoro[/I], respectively, from the Japanese word [I]soro-u[/I], meaning "to be together, to be uniform." If you roll an 1-[I]zoro[/I], you immediately get 50 XP, to represent learning through adversity. Target numbers can go from 5 (even an unskilled person will succeed most of the time) to 21 (even skilled and capable person will need to have some luck). In addition to the target number, the GM may set situational penalties or bonuses to the roll. The generally go from -4 to +4. Both generic and specific lists of common penalties and bonuses are provided for reference. Some checks are opposed. The most prototypical example is the to-hit check vs the evasion check. If it's a matter of two people doing something at the same time, it's just a normal check with the high roll winning, and ties resulting in a tie or a reroll. But some rolls have an active and a passive aspect (like to-hit vs evasion). In that case, ties go to the passive side. In practice, the majority of checks will use the checks described in the book, but if a check is required that is not in the book, the GM can decide on the relevant skill package and ability score. This section also includes advice to the GM on adjudicating Ranger skills, which are only usable in a nature environment. The pre-set checks are ordered in the book by relevant ability score. Dexterity - These are all Scout/Ranger checks: Hiding Traces, First Aid, Open Locks, Pickpocketing, Disguise, and Setting Traps. There is one more check that applies to everyone: the to-hit check. This check uses the to-hit bonus that all characters have (calculated by adding Warrior Skill Package level to the Dexterity bonus). Agility - With two exceptions, all Scout/Ranger checks: Break Fall, Hide (both transitive and intransitive), Acrobatics, Climbing, and Following. The exceptions, like the to-hit check, rely on bonuses everyone has: the initiative bonus and the evasion bonus. Initiative adds levels in Scout, while evasion adds levels in a Warrior Skill Package. Wisdom - Much more variation here. Scout/Ranger checks: Tracking, Detect Abnormality, Listening, Sense Danger, Deep Search, Weather Forecasting, Avoid Traps Sage checks: General Knowledge, Research, Civilization Appraisal, Monster Knowledge Ranger/Sage checks: Sickness Knowledge, Medicine Making Scout/Sage check: Treasure Appraisal Scout/Ranger/Sage check: Map Making Magic-user Skill Package: Wield Magic Now come checks that everyone can do, adding their Adventurer Level to the ability bonus. Constitution checks: Life-or-Death (death save), Life Resistance (save vs physical effects/damage) Spirit check: Spiritual Resistance (save vs magical effects/damage) Wisdom check: Truth-or-Lie Agility check: Jumping Strength checks: Climbing (like the Scout version, but takes 10 minutes to the Scout's 1), Arm Strength (for lifting, carrying and other feats of strength). As mentioned in my previous post, because so many checks can only be done by the Scout, Ranger, or Sage, grouping all of these into Action Check Packages helps with easy reference. For the Scout and the Ranger, Dexterity checks fall under the Skill Check Package, Agility checks fall under the Athletics Check Package, Wisdom checks fall under the Perception Check Package. Sage characters additionally get the Knowledge Package. This redundancy is not, of course, how you would design a check system from the ground up. As I understand it, these packages are a new innovation of 2.5 (or the inclusion of a supplementary rule in the new core rules). Compatibility with legacy mechanics can be a harsh master. But at least this way some of work is taken off the GM, while those that are comfortable with the old system can still use that. [/QUOTE]
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