How do I do that?
While we have tried to foresee as many possibilities as we can, there will always be things that no one was able to anticipate. "How does one clean zombie crunk smell out of their clothes?" "What is the marriage ceremony of the Triumph Settlers?" "Numerically speaking, what is the meaning of life, love and universe?" All questions that may crop up in a game. So how do you work out the answer?
There are a few potential answers. Some questions might be answered automatically, simply because a character would know - someone who hunts monsters will no doubt know that baking soda and vinegar are the best way to start getting rid of zombie funk.
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Table of Contents
Weapon Skill Ranged Weapon Skill Physical Prowess Agility Intelligence Willpower Fellowship |
On occasion, a more complex or important question or action might require a roll. Generally speaking, if a player can argue something that makes sense it should probably be allowed. It makes perfect sense for someone with the Knowledge (Religion) Talent to roll Intelligence and any bonuses they get to know about a Deities weapon, but one could also argue that someone could roll Intelligence with a Combat Talent match the same type as the weapon to know about it.
If there is no Talent that might be associated with the roll in question then the player could roll simply roll under the Attribute. If there is a Talent associated with the roll then it should likely use any bonuses from the Talent.
Unless in combat, Attributes are not halved if a Base talent hasn't been taken. However, if some experience or training would be useful, then the GM can apply a difficult penalty, as described in the Rules, to represent a lack of knowledge.
The final decision is, as ever, the DM's.
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Below, we have a list of potential actions you can do, listed first by the most common things done in the game and then by the Attribute most likely to cover the situation. Some may show up in multiple places, as potentially multiple Attributes could cover them - identifying the weapon that left a wound could fall under Weapon Skill, Ranged Weapon Skill or Intelligence, for example.
Common Rolls
Some rolls are simply more common than others. Here is a brief list of the things you are most likely to need to roll for, especially during combat.
- To attack with a melee weapon (Weapon Skill + the relevant Combat Talent + any item Bonuses the weapon itself may have)
- To attack with a ranged weapon (Ranged Weapon Skill + the relevant Combat Talent + any item Bonuses the weapon itself may have)
- To attack with an Attack Spell - (Intelligence + the relevant Magic Talent - + any item bonuses, such as Foci, that you may have)
- Damage is the weapon's stat plus either half the Physical Prowess modifier (for melee weapons) or Agility modifier (for ranged Weapons). Spells do not automatically add any additional damage.
- Perception to see if you notice a clue, person or object (Intelligence + the Perception Adventuring talent)
- Diplomacy to convince someone of your good intentions (Fellowship plus the Diplomacy Interaction Talent)
- To attack with a ranged weapon (Ranged Weapon Skill + the relevant Combat Talent + any item Bonuses the weapon itself may have)
- To attack with an Attack Spell - (Intelligence + the relevant Magic Talent - + any item bonuses, such as Foci, that you may have)
- Damage is the weapon's stat plus either half the Physical Prowess modifier (for melee weapons) or Agility modifier (for ranged Weapons). Spells do not automatically add any additional damage.
- Perception to see if you notice a clue, person or object (Intelligence + the Perception Adventuring talent)
- Diplomacy to convince someone of your good intentions (Fellowship plus the Diplomacy Interaction Talent)
Weapon Skill
Generally speaking, Weapon Skill is a representation of a person's martial skill in melee combat, and will primarily be rolled to see if you hit in close combat. However, there are a few other situations where it might pop up.
- An exhibition of martial skills (with the relevant Combat Talent).
- Identifying a melee weapon (with the relevant Combat Talent). - Faking an attack (with the relevant Combat Talent, Stealth Talent or Illusion Talent). - Identifying what made a wound (with the relevant Combat Talent, Healing Talent or Herblore Talent). |
Ranged Weapon Skill
Most commonly Ranged Weapon Skill is used for ranged attacks with martial weaponry, but there are a few occasions it can crop up out of combat.
- An exhibition of ranged martial skills (with the relevant Combat Talent).
- Identifying a ranged weapon (with the relevant Combat Talent).
- Faking an attack (with the relevant Combat Talent, Stealth Talent or Illusion Talent).
- Identifying what made a wound (with the relevant Combat Talent, Healing Talent or Herblore Talent).
- Identifying a ranged weapon (with the relevant Combat Talent).
- Faking an attack (with the relevant Combat Talent, Stealth Talent or Illusion Talent).
- Identifying what made a wound (with the relevant Combat Talent, Healing Talent or Herblore Talent).
Agility
A representation of grace, balance and dexterity, Agility rolls are typically when you're attempting to avoid a spell or other unusual attack. Here are some other occasions you might want to roll Agility.
- Reaching out to catch a falling object.
- Avoiding falling from a high place.
- Sneaking around without been located (With the Stealth Adventuring Talent)
- Avoiding falling from a high place.
- Sneaking around without been located (With the Stealth Adventuring Talent)
Physical Prowess
Physical Prowess is your body's conditioning, your general fitness and strength.
- Resist poisons and disease.
- Resist inebriation.
- Do something stomach-churningly unpleasant.
- Resist inebriation.
- Do something stomach-churningly unpleasant.
Intelligence
Intelligence is a combination of natural smarts and learning, and is most commonly used for Skilled talents. Here are a few other things that it can commonly be used for.
- Investigate a Potion (With Alchemy or Read Aura.)
- Investigate a Magic Item (With Read Aura.)
- Identify a wound (with the relevant Combat Talent, Healing Talent or Herblore Talent).
- Locate a hidden item, door or other secret (With the Perception talent).
- Investigate a Magic Item (With Read Aura.)
- Identify a wound (with the relevant Combat Talent, Healing Talent or Herblore Talent).
- Locate a hidden item, door or other secret (With the Perception talent).
Willpower
Willpower is a character's raw determination, there ability to force themselves onwards. It is primarily used to resist magic or other negative effects, but it can be useful in other situations.
- Do something stomach-churningly unpleasant.
Fellowship
Fellowship is most commonly used in interactions with non-player characters, as it is frowned upon to try controlling another player's character with a dice roll (unless you're the GM, and that roll involves magical mind control). Here are some common uses for fellowship.
- Reduce the price of an item, good or services (With the Barter talent)
- Make a person more friendly (With the Diplomacy talent)
- Make a person compliant (With the Intimidate talent)
- Lie to a person (with the Deception talent)
- Tell if a person is lying (With the Deception talent)
- Damage another person's reputation or social standing (with Verbal Sparring, and occasionally Intimidate)
- Make a person more friendly (With the Diplomacy talent)
- Make a person compliant (With the Intimidate talent)
- Lie to a person (with the Deception talent)
- Tell if a person is lying (With the Deception talent)
- Damage another person's reputation or social standing (with Verbal Sparring, and occasionally Intimidate)