DFRPGSkillRolls

From Myth-Wiki
Jump to: navigation, search

Skill Challenges

When a situation arises in which a character needs to use a skill to overcome an obstacle, the FATE dice are rolled [dice=Skill: Trapping]4dF[/dice] and the Skill Rank is added to the result, with any bonus from Mortal Stunts or Supernatural Powers. The number required (See: Challenge Difficulty Guidelines) to overcome the challenge is subtracted from the total, and anything left over is the number of "Shifts" of success (See Degrees of Success).

For example, in order to climb over a wall, Johnny Danger, who has an Athletics Rank of 2, rolls [dice=Athletics: Climbing]4dF+2[/dice] and gets a result of 4. The wall has a difficulty of 1 to climb, and that is subtracted from the Climb result of 4 to get 3 "shifts". As you can see by the Degrees of Success below, that is a significant success. The GM might say that Johnny nearly vaulted over the wall so quickly that he has time to take an action on the far side.

Challenge Difficulty Guidelines

  • A player will nearly always succeed against a difficulty of 2 less than his character’s skill without needing to invoke any aspects.
  • A player will usually succeed against a difficulty of 1 less than his character’s skill, but might need to invoke an aspect on occasion.
  • A player has a relatively equal chance of succeeding or needing to invoke an aspect against a difficulty equal to his character’s skill.
  • A player will usually need to invoke an aspect to succeed against a difficulty of 1 higher than his character’s skill, but has a fair chance of making the roll as well.
  • A player will almost always need to invoke an aspect to succeed against a difficulty of 2 higher than his character’s skill.

Degrees of Success

  • 0 shifts = Minimal success: The character pulled it off. It’s neither pretty nor graceful, but it works.
  • 1 shift = Notable success: This is a clear success. The character’s result is solid and reliable; while it may not be inspired, it is absolutely workmanlike.
  • 3 shifts = Significant success: The success is noticeably well done and of fine quality, very reliable, and so on. If you use the optional spin rules (page 214), this level of success and higher on a defense roll generates spin.
  • 5+ shifts = Potent success: Not only is the quality of the success remarkable, it may have some unexpected, secondary benefits, such as a deeper insight into a problem at hand.