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Ability Checks

Ability checks are an integral part of the E&S system. Their primary purpose is task
resolution, though they have other uses as well.

The "Roll Xd6" System


Whenever your character attempts to do something that requires more than a handwave
from the DM, a die roll is required to determine his/her success. The better you describe
the character's action(s), the easier it will be for the DM to ascertain the relative difficulty
of the task(s). There are five difficulty levels:

 E: EASY (Roll 2d6)


 S: STANDARD (Roll 3d6)
 D: DIFFICULT (Roll 4d6)
 V: VERY DIFFICULT (Roll 5d6)
 H: HERCULEAN/WTF (Roll 6d6)

Each task will be associated with a particular ability score and possibly a secondary
ability score's modifer. In order to be successful, the player must roll less than or equal to
the ability score in question. Any modifiers are subtracted from the result of the roll.

EXAMPLE: Ralph wants his character, Berkin the Fighter, to search a particular room.
The particular ability score associated with searching is Perception (PER). The roll will
also be modified by Intelligence (INT). The DM has decided that the room in question
presents no special difficulties to the searcher, so he calls for a Standard ability check.
Berkin's PER score is 14 and his INT modifier is +2. Ralph rolls 3d6 and gets a result of
17. He then subtracts the INT modifier for a final result of 15 (17 - 2 = 15). This shows
that Berkin has failed to find anything of significance. Because he failed the check,
however, there may still be something in the room to be found. Berkin can't say for sure.

TASK RELEVAT ABILITY (MODIFIER) DIFFICULTY


Adjust moustache while sword-fighting DEX (PER) E
Back-flip over 8' wide pool of lava DEX (STR) V
Convince miserly codger to give you all his money CHA (None) H
Drag unconscious ally across a six-mile stretch of bog STR (CON) V
Enter the fortress of a paranoid wizard undetected DEX (INT) V
Find the magic key in your pack during a combat PER (INT) S
Grope barmaid while her back is turned and avoid slap DEX (None) E
Hack your way through a solid oak door with an axe STR (None) D
Interpret bestial grunts of humanoid natives INT (PER) D
Jump off of 30' wall, land ready on your feet like a cat DEX (STR) D

Retrying Checks
In situations where it is possible to perform a task again after a failure, the character may
make a repeat attempt. For each "retry" add 5 to the result of the dice roll.
Ability Contests
In some situations two or more characters will have their abilities pitted against one
another. In these cases, all parties will roll checks.

Most commonly this is seen in pursuit/escape situations. These are all DEX (CON)
checks. That is, it's a Dexterity check modified by Constitution. The most important
factor here is determining which party (or parties) is the fastest by comparing DEX
scores. The faster party will always make a Standard check, while the slower party may
make a Difficult, Very Difficult or Herculean check based on just how much slower
he/she is than the faster party.

EXAMPLE: Ralph wants his character Berkin to escape the clutches of a particularly
frightening troll. Because Ralph is slightly faster than the troll, he will make a Standard
DEX (CON) check, while the troll will make a Difficult DEX (CON) check.

If both parties fail or succeed their rolls, then the chase goes on for another (identical)
round of checks.

If the faster party fails and the slower party succeeds, then the slower party catches up
with the faster. In such a case, melee attacks are possible.

If the slower party fails and the faster party succeeds, then the faster party outdistances
the slower party and escapes (for now).

EXAMPLE: Berkin's DEX is 12 and his CON modifier is +1. Ralph rolls 13, for a final
result of 12 (13 - 1 = 12). His check is successful! Meanwhile the troll fails his check.
Thus Berkin outdistances the troll and escapes.

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