100867_RAA_Quill & Codex_R1_PROOF

Quill & Codex

ChAllENGES

W hen your Adventurer wants to do something in the game, the Game Master determines which Attribute will be tested and the level of difficulty. Different lev els of difficulty require Challenge Rolls. The Game Master will roll the appropriate die. The player will roll the die associated with what they are trying to do. This may be modi fied by Skills and Advantages relat ed to the Adventurer’s action. Difficulty Levels • Miniscule – No Roll Required • Easy – D6 • Average – D8 • Hard – D10 • Exceptionally Difficult – D12 • Near Impossible – D20 • Impossible – D100 Here’s how the results break down: FAILURE – If the GM’s roll is high er than the Adventurer’s roll, the Adventurer’s action fails. SUCCESS – If the Adventurer’s roll is higher than the GM’s, the Ad venturer’s action succeeds. PUSH – If the GM and the Adven turer roll the exact same mod ified result, it is a Push. A Push ALMOST always benefits the Adventurer, so the Adventurer’s action succeeds. The only excep tion is… CATASTROPHIC FAILURE – If both the GM and the Adventur er roll the same UNMODIFIED NUMBER, this is a ALWAYS a failure for the Adventurer, no matter what the modified roll might be. When a Catastrophic Failure occurs, the Game Master must

make a judgement call as to what happens. This almost always means something BAD happens to the Adventurer. They step on a twig while trying to sneak. They slip, fall, and take Damage while trying to climb. They pull a mus cle while swinging their sword. They accidentally enrage the Dragon while trying to negotiate. This might be a good time to use an Adventure Point or other abil ity to re–roll! STUNNING SUCCESSES – When the Adventurer wins the chal lenge AND rolls the highest pos sible number on their die, it is a stunning success. When a stunning success occurs, the Game Master must make a judgement call as to what hap pens. This typically means some thing GOOD happens. An enemy falls in love with you while you are trying to talk your way out of trouble. Not only do you hide in shadows, but you discover a bag of gold coins. Not only do you discover the secret door, but you accidentally disarm the trap asso ciated with it. A Stunning Success earns the Ad venturer 1 Adventure Point. CAllING ThE TArGET rOll S ometimes, the GM just gets tired of rolling dice. If that is the case, the DM can simply name a Challenge Target. Only the Adventurer Rolls, and if they Push or roll higher than the target, they succeed. The Challenge Target can be whatever the GM decides, but here are some basic guidelines. Everybody loves a winner.

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