pre-game updates
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@@ -25,18 +25,17 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
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For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC).
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For most checks, roll a 20-sided die (d20) and add the ability's modifier.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
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- An 11 or higher is a success.
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- A 6-10 represents a partial success: the check succeeds, but with a potential complication.
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- A 5 or less is a failure.
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- A natural 1 means a critical failure: the check fails, and often includes an extra complication.
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### Abilities
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Each player character (_PC_) has 6 abilities that help to define how they can interact with the world.
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Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18, and each score determines the modifier used when rolling a check for that ability.
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- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.
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