Monday, February 17, 2014

Skill Rolls and Difficulty Levels

I'll posting a series of 7th Edition rules that I have not really been implemented or need to do so more often. The first one is about skill rolls and difficulty levels.

Your Keeper (me and OJ?) will tell you when you should attempt a skill roll and how difficult the task is. A regular task requires a roll of equal to or less than your value on a 1d100 (a regular success). A difficult task requires a roll result equal to or less than half your skill value (a hard success). A task approaching the limits of human capability requires a roll equal to or less than one-fifth of your skill value (an extreme success).

If you can justify it through your investigator’s actions, you can “Push” a failed skill roll. Pushing allows you to roll the dice a second time. However, the stakes are raised. If you fail a second time the Keeper gets to inflict a dire consequence upon your character.
Example: You are trying to lever open the heavy stone door of a crypt. The Keeper decides this is very difficult and asks for a STR roll, specifying that a ‘hard success’ is required. You roll the dice but the result shows that you have failed, as you rolled above half your investigator’s STR. You ask if you can push the roll, stating your character is using a spade to lever the door. The Keeper permits a second roll, but warns you that if you fail this roll not only will the door still be closed but ‘something’ may hear you and could coming for your blood!

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