Rolls

Rolls

Typical difficulty
Task difficultyDifficulty
Very easy5
Easy10
Medium15
Hard20
Very hard25
Nearly impossible30

There are two main rolls of the gameā€”the skill check and the saving throw. The basic rule behind these rolls is: roll 2d10, add one of the six abilities, possibly add half or all of your Aptitude Bonus, and compare the total to a target number.

Degrees of success

Sometimes fate blesses or curses a creature, causing the novice to succeed and the veteran to fail.

Critical success

If the 2d10 roll for a skill check or a saving throw is a 19 or 20, or if the result of a skill check or a saving throw exceeds the Difficulty by 10, you critically succeed. A critical success means the roll succeeds regardless of any modifiers. See how critical successes are handled for attacks.

Critical failure

If the 2d10 roll for a skill check or a saving throw is a 2 or 3, or if the result of a skill check or a saving throw fails the Difficulty by 10, you critically fail. A critical failure means the roll fails regardless of any modifiers.

Partial success

If a skill check fails by 4 or less, it might partially succeed. See how partial successes are handled for attacks and skill checks.