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Ability check (standard)

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Same as basic rules except as indicated.

[edit] Effect number

The effect number of an ability check is the amount by which the roll succeeded or failed. For instance, if an action has a CR of 15 and the player rolls an 18, the effect number is +3. If the player rolls a 4, the effect number is -11.

Using an effect number is computationally intensive. No basic rule should require an effect number. Any rule that uses the effect number within a follow-up computation should be considered advanced.

[edit] Exceptional results

A natural 20 on an ability check adds an extra +5 to the roll, so the result is determined as if a 25 were rolled.

A natural 1 on an ability check subtracts –5 from the roll, so the result is determined as it a –4 were rolled.

A natural 20 or natural 1 on an ability check has no additional effect.

[edit] Coup

Any ability check with an effect number of +10 or more is a coup, having twice the normal effect (if appropriate). Any ability check with an effect number of +20 or more is a double coup, having three times the normal effect (if appropriate).

[edit] Fumble

Any ability check with an effect number of –10 or less is a fumble, with possibly inconvenient consequences. Any ability check with an effect number of –20 or less is a double fumble, with possibly disastrous consequences.

[edit] Opposed coups

Opposed coups are not possible under the standard rules.

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