Skill Check: Difference between revisions

From Dicey Dangers Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(2 intermediate revisions by the same user not shown)
Line 2: Line 2:
{{Template:Core Rule Navigation|right}}
{{Template:Core Rule Navigation|right}}
==Skill Check==
==Skill Check==
A skill check is a mechanic used in Dicey Dangers to determine the success or failure of a particular action or task that requires some degree of skill or ability. It involves rolling dice and adding a modifier, usually based on the heroes attributes or proficiency, to determine the outcome. The number of dice and the modifier required for a successful outcome are determined by the level of difficulty of the task. The result of the roll is compared to a target number or a difficulty rating to determine success or failure. In some Dicey Dangers, the number of successes or failures may also determine the degree of success or failure, resulting in a range of outcomes. Skill checks can be used in a variety of scenarios, including combat, social interactions, and skill-based challenges.
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==
==Notation==
Skill check notation typically uses a combination of numbers and letters to represent the skill being used and the number of dice being rolled. For example, the notation for a Mind skill check that requires 2 successes might be written as "Mind(2)", indicating that the player must roll 2 white dice and get at least 2 successes to succeed at the check.
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.


Other examples might include Reflex(3) for a Reflex skill check requiring 3 successes, or Social(1) for a Social skill check requiring only 1 success. The notation may also be used to indicate the consequences of a failed check, such as "Reflex(2) or take 2 damage" meaning that if the player fails the check, they will take 2 points of damage.
Notation can also state a failure consequence, such as Reflex(2) or take 2 damage: fail the check and the stated effect happens.


Overall, skill check notation is a shorthand way of conveying important information about the skill being used and the requirements for success or failure in a game.
In some cases, successes rolled beyond the minimum needed matter too, producing a range of outcomes rather than a flat pass or fail.


__NOTOC__
{{Template:Core Rule Footer}}
{{Template:Core Rule Footer}}
[[Category:Core Rule]]
[[Category:Core Rule]]

Latest revision as of 15:12, 4 September 2026

Dicey Dangers, Core Rule Game by Joel Hills
CoreRuleIcon.png
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.


CoreRuleIcon.png