Contest Roll | Heroes of Fantasy

Contest Roll

The contest maneuver is very similar to the success roll, but in it we judge characters (or creatures) against each other.

Contest Roll

skill / attribute + 2d6

against

skill / attribute + 2d6

Both roll 2d6 and add the relevant attribute / skill (not necessarily the same one). Whoever has more wins.

The most common contest rolls include arm wrestling (Strength against Strength), Stealth (against Perception) and Theft (against Perception).

Conditions

The basic contest roll applies under equal conditions. These may, however, be disturbed - how is decided by the GM.

If one of the characters has an advantage, they get a bonus to the roll according to the following table. The advantage mostly concerns the defender - I want to convince someone of nonsense, so they get a +25 bonus. Someone wants to intimidate me and I have a gang of friends around me - I get a +10 bonus.

Contest Advantage
Advantage Bonus
none 0
small +3
medium +6
medium +12
large +18
full 24 and more

The previous table gives the basic scale of contest roll modifiers. Again, take the numbers given as an example:

Automatic

We do not even write this modifier in the table - it is a situation where the attacker automatically succeeds.

Moving silently behind a deaf person's back, hiding in the dark, arm wrestling against a victim with a broken arm.
Normal conditions (0)

In general, these are all situations that allow the action, but there is no reason to apply modifiers - nobody has a reason to have an advantage.

Stealing at the market, hiding in a thicket, sneaking at dusk up to campers who are chatting.
Small (+3)

One or two small circumstances favor one side, but do not mean any major change.

Doubled guards, you are sneaking and it is quiet, you want the city gate opened at night - in these situations the "defender" has a +5 bonus.
The wind is blowing and its rustle covers your movement while sneaking, stealing at a market where few guards move about - in these cases the "attacker" has a +5 bonus.
Medium (+6)

The advantage on one side is noticeable and has a significant impact on success.

Robbing a lone passerby, sneaking through a silent night, robbing a market vendor - for all of these the "defenders" have a +10 bonus.
Robbing a drunk companion, hiding in a dark warehouse, an imp passing himself off as a dwarf among barbarians, beating a small child at cards - the attacker has a +10 bonus.
Large (+12 to +18)

The advantage on one side is so great that only a master can succeed against it.

Selling a lame horse for the price of a thoroughbred, robbing a merchant in his shop, moving silently on a creaky floor, sneaking in daylight, cheating at gambling in front of a large audience - the "defender" has an advantage of +15 or +20.
Hiding in a forest or a crowded warehouse, robbing a sleeping person - the "attacker" has an advantage of +15.
Total (+24 and more)

The situation is so difficult that it is almost impossible to succeed in the action:

Robbing watchful soldiers on guard, sneaking past guards unnoticed in broad daylight, passing yourself off as the husband of another man's wife - in all of these the "defender" has a +25 bonus.
Robbing a sleeping, heavily drunk elf, sneaking unnoticed at night in heavy rain and wind - the attacker has a +25 bonus.


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