Skill Check: Difference between revisions
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==Skill Check== | ==Skill Check== | ||
A Skill Check determines whether a Hero succeeds at a task requiring skill or ability. | |||
To make a Skill Check, roll a number of White dice equal to the Hero's Value in the relevant Attribute, then count successes (see [[Dice]] for what counts as a success). | |||
The task sets how many successes are needed to succeed. Skill Checks cover combat, social encounters, and other challenges throughout the game. | |||
For example, a Hero with Mind 3 facing a Mind(2) check rolls 3 White dice and needs at least 2 of them to come up 5 or 6. | |||
==Notation== | |||
Skill Checks are written as Attribute(X), where X is the number of successes needed. Mind(2) means roll Mind's dice and get at least 2 successes. Reflex(3) needs 3, Social(1) needs 1. | |||
Notation can also state a failure consequence, such as Reflex(2) or take 2 damage: fail the check and the stated effect happens. | |||
In some cases, successes rolled beyond the minimum needed matter too, producing a range of outcomes rather than a flat pass or fail. | |||
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[[Category:Core Rule]] | [[Category:Core Rule]] | ||
Latest revision as of 15:12, 4 September 2026
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Skill Check
A Skill Check determines whether a Hero succeeds at a task requiring skill or ability.
To make a Skill Check, roll a number of White dice equal to the Hero's Value in the relevant Attribute, then count successes (see Dice for what counts as a success).
The task sets how many successes are needed to succeed. Skill Checks cover combat, social encounters, and other challenges throughout the game.
For example, a Hero with Mind 3 facing a Mind(2) check rolls 3 White dice and needs at least 2 of them to come up 5 or 6.
Notation
Skill Checks are written as Attribute(X), where X is the number of successes needed. Mind(2) means roll Mind's dice and get at least 2 successes. Reflex(3) needs 3, Social(1) needs 1.
Notation can also state a failure consequence, such as Reflex(2) or take 2 damage: fail the check and the stated effect happens.
In some cases, successes rolled beyond the minimum needed matter too, producing a range of outcomes rather than a flat pass or fail.