Skill Rolls

Two descriptors define every skill roll. A roll is either a test or a challenge, and it is either static or dynamic. In static rolls, the target is a defined value. For example, you must have a Good result in order to achieve success. In a dynamic roll, you must meet or exceed the result of a roll by the game master or another player. For example, in a footrace, the player with the highest result on their Run skill roll wins. In a skill test, one die roll determines the results. A skill challenge requires multiple rolls to determine the outcome. The footrace above is an example of a dynamic skill test; one dynamic roll is all that is required to determine the outcome. The most common example of a skill challenge is combat, with the results of multiple rolls tracked against individual health to determine an outcome.

Success (or failure) is measured by the margin between the target and the result of the roll. For example, a result of Good against a target of Fair is a margin of success (MoS) of 1. Likewise, a result of Mediocre against the same target of Fair is a margin of failure (MoF) of 2. The larger the margin, the more decisive the success (or failure.) The exact effect of any given margin is determined on a case-by-case basis.

Rolls can be modified by spending Fate Points, invoking Aspects, or accepting Consequences. Spending a fate point increases the roll by one. Invoking an aspect increases the roll by two (or allows a complete reroll.) Accepting a consequence increases the roll by the magnitude of the consequence.

Next Up: Phased Creation

Skill Rolls

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