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Succeeding at a check (by equalling or beating the TS) should result in a tangible positive effect. For example, in combat if you win a check you get past your opponent's guard and inflict a tangible wound on them. Winning by a large margin (scoring at least 3 more than required) is a critical success and should grant an even larger benefit. For example not only does the owner of the house you're trying to talk your way into agree to shelter you but they also offer to feed you and put you in contact with someone sympathetic to your cause. Similarly, failing a check means whatever your character was trying to so didn't work, with no enexpected consequences. For example, an attack misses, a lock remains unpicked or the guy in the above house shuts the door in your face. If you fail by a wide margin (more than 3) then you critically fail and something worse happens. For example you open yourself up to a counter attack, snap your picks in the lock or the house owner starts shouting for the guards. These are deliberately rough guidelines, all benefit and penalty assignments should be at the GM's discretion and based on the check and situation. Just because you got 18 picking the lock on your diary doesn't mean it's going to come with huge benefits.