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Spazztaztic (talk | contribs) (Created page with "Skill Challenges When one of your players attempts something that has a chance of failure, ask them for an Attribute check to determine their level of success. Ask for one of seven Attribute checks: STR, DEX, END, AWR, INT, CHA, or LUCK. These correspond to the seven Attributes of the same name (note that there are not COR checks). To make a skill check, your player will roll 1d20 and add their Attribute points from the relevant Attribute. Encourage players to men...") |
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Setting Difficulty | Setting Difficulty | ||
As an MC, when you consider how difficult an Attribute should be, use these guiding principles and adopt them to the specific circumstance in question. | As an MC, when you consider how difficult an Attribute should be, use these [[Guiding Principles|guiding principles]] and adopt them to the specific circumstance in question. | ||
Tiered Success | Tiered Success | ||
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Conversely, if the adventurers collectively get more than 6 successes, then when they find the bandit group, run the battle with one fewer bandit as the group has realized that they are being investigated and one of their less committed members decided to abandon them | Conversely, if the adventurers collectively get more than 6 successes, then when they find the bandit group, run the battle with one fewer bandit as the group has realized that they are being investigated and one of their less committed members decided to abandon them | ||
Wildernes Survival | |||
When the heroes try to camp, they can roll AWR checks to try to make camp. They might add Foraging or Sheltering bonuses. | |||
Each PC can make a check, gaining “Successes” based on the table below. | |||
If the adventurers collectively get fewer than 5 Successes, then they each start the following day by subtracting 1d4 from their current HP (representing a malnourished and uncomfortable night of sleep). | |||
{| class="wikitable" | {| class="wikitable" | ||
!Skill Roll | !Skill Roll | ||
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