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Rules / Adventuring / Adventuring

Adventuring

Group Checks

Whenever it is enough for one member of a group to succeed, e.g. in a Knowledge check, only the character with the best total score rolls. The benefit (or detriment) for working as a group is represented by a simple modifier, usually +1. If that modifier makes the difference, it is explained by the group coming up with the solution, otherwise the character who rolls.

Likewise, if all members of a group must succeed, e.g. in a Stealth check, only the character with the worst total score rolls, and the added risk of being a group is represented by a penalty, usually -1.

Saving Throws

Adventure modules from other popular games often use the concept of Saving Throws, which are easily imported.

They can be very flexible and usually follow the formula: [DR + Virtue + Expertise OR Lvl//2 - Difficulty].

Awareness

Awareness checks are typically Group Checks for [Finesse + Survival] or [Finesse + Stealth] or some other Expertise, depending on the situation, minus a Difficulty.

Often it is preferable if the players don't know there is a check. In that case, just assume a DR of 0, or roll secretly.

Checking for Traps

To check for traps, spend 1 CA or 10 minutes and roll secretly:

Checking Result = SECRET DR
  + Finesse
  + Stealth
  - Difficulty
  - 2 if not spending 10 minutes

Result  Effect
  < 0   "No traps"
  = 0   Something seems off, may roll again
        (even if there are no traps)
  1-3   Found the trap if there is one,
        but possibly missing something
    4+  Found everything there is to know