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Skill Check

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To view the full article, please see: Skill


When a character wants to use a skill, he rolls an amount of Dice equal to the relevant Attribute with a Target Number equal to his rank in the skill. The attribute used varies depending on the specific skill, as well as how the skill is being used.


A skill check is generally denoted as: Attribute / Skill

Example: "Perception / First Aid"


Unopposed Skill Check

An unopposed skill check, also called a "simple skill check", is a skill check where the skill is not being used against another character. In such a case, success of the skill check is determined by how many Successes are rolled. A character needs to obtain a specific number of successes based on the difficulty of the task. A simple task might only require 1 success, while a difficult task might require 2, 3, or even more successes. If the needed amount of successes (or more) are rolled, the character accomplishes his task. If less than the required amount of successes are rolled, the character is unable to perform the task. And a Botch, as always, should indicate a failure of the skill check in addition to some sort of catastrophic result.


Task Difficulty Required Successes
Simple 1
Average / Default 2
Tricky 3
Difficult 4
Hard 5
Extremely Hard 6+


Extended Skill Check

An extended skill check is a form of uncontested skill checks, where the individual performing the skill has time to achieve the desired result, or, by the nature of the skill, requires an extended amount of time to perform. In this case, the required amount of successes may be achieved over any number of rolls. How often rolls can be made and how many successes are needed to succeed varies depending on the skill. And a failure of the roll (no successes) only indicates that no progress has been made. While a botch indicates that all progress has been lost.


Opposed Skill Check

An opposed skill check, also called a "contested skill check", is a skill check where another character is using a skill (or occasionally just a simple Attribute) to attempt to counter your skill. In a case like this, there is no set number of successes required. Instead, in the case of an opposed skill check, the character who rolls more successes achieves his desired goal and succeeds on the skill check. In the case of a tie, there are several options. A tie can indicate that no character won, and both must make the check again. If the situation dictates that one character must win, the tie goes to the "defender". If there is no "defender" and there can be no tie, the winner is the individual with the better rank in the skill. And if that is a tie, the winner is the individual with the higher attribute.