Dramatic verification
The basic skill roll is simple, but it is not very dramatic and does not let you use the range of abilities of the character or the party. If you want a more dramatic procedure in which players can intervene in the story more, use dramatic verification.
Examples of when dramatic verification can be used
A difficult journey - Woodcraft, Perseverance, Constitution, Will, Climbing
Pursuit - Movement, Constitution, Stealth
Passing through a magical area - Exploration of Mysteries, Mental Resistance, Intelligence
Negotiations - Negotiation, Intelligence, Scholarship, knowledge of the subject
In the dramatic procedure, you roll for various skills and attributes, depending on what solving the problem involves. To reach the goal, you must advance a certain number of steps, usually 3 to 10 depending on the "distance" of the goal.
Each success means a step forward, a failure a step back (it lengthens the path), and a close (failed) roll means staying in place.
Total success means advancing 2 steps forward.
Fatal failure either means lengthening the path, or something very unpleasant - a fall while climbing, a sprained ankle while running, etc.
Example
Ultor has a mission - he must climb the highest mountain to see a seer. Such a task certainly requires climbing, perseverance (Movement), Constitution (cold) and perhaps determination (Will) and Woodcraft (finding a better way, getting lost).
The length of the path is 5 (which the player may not even know).
1. The GM decides that it is first about Movement (perseverance). Ultor rolls 24, the difficulty was 18, he moves one forward (a path of length 4 remains).
2. He has advanced further and climbing decides. He rolls 17, he needed 20 (high mountains). He must go another way, and the path is again of length 5.
3. It is cold everywhere and snowing, Constitution decides. Ultor rolls 15, 10 was needed, he moves forward (path 4)
4. It is also important to keep the right direction and look for a better way. It is snowing everywhere and visibility is poor. Difficulty 18, Ultor also rolls 18, so he neither helped nor hurt himself.
5. He could be despairing, so we check Will. He rolls only 8, 10 is needed, so the path is again of length 5.
6. Next, climbing comes into play again. Ultor is lucky and rolls 30, he needed 20. He found an easy way and moved forward by 2 (path 3 left).
7. Ultor passes the next perseverance check and moves to 2.
8. He rolls for Constitution, succeeds and is at length 1.
9. Climbing is next (he is below the summit), he succeeds again and is at the top.
Choosing the Path
Players can influence the path, i.e. what they will roll for. If their characters cannot climb well, they look for a better way and will roll for Woodcraft more often. In general, players can influence every second roll if they justify it.
Group verification
When resolving the progress of a whole group (for example when traveling), everyone must succeed, i.e. the worst result is taken.
The group can help each other, i.e. the better ones transfer part of their skill / attribute to the others. If they justify it well, they transfer 1:1
If you do not want to take a risk, you can transfer help only after the roll, but then you help at a ratio of 2:1 (or even 3:1) - for two points spent on help, the other character gets 1 point.
Examples
Strength roll: The stronger carry backpacks and support others
Constitution: The tougher keep watch and support the weaker
Climbing: The better climber finds the route, helps, ties ropes, pulls up the worse one, etc.
Leader
In a certain activity, everyone relies on one member. That member then finds the way (Woodcraft), draws spells onto themselves (Mental Resistance when passing through an enchanted landscape), motivates the others (Command).
Pursuit, Contest
When it comes to catching up with someone else or competing with them in some way, we track the lead instead of the distance.
In rolls, the pursuer and the pursued then compete, or both roll against the difficulty.
When the lead is reduced to zero, the pursued is caught.
On the other hand, if the lead is large enough, the pursued escapes.
Example
The group carries a message through the siege and has to deliver it. The enemies find out and start chasing them. The lead is 2.
First they compare Sprint. The group succeeds and the lead is 3.
There are other enemy groups around, so Stealth comes next (group vs. Perception (enemies)). They are spotted and another squad sets out after them. The lead is only 2.
The pursuit drags on: Constitution check. The group is tired, the new pursuers are fresh. Some of the group fail the roll, the others wait for them. The lead shrinks to 1.
The group decides to try and lose the pursuers in the swamp. Here, even a simple failure could spell trouble.
They roll Dexterity and everyone in the group succeeds. The pursuers, on the other hand, don't want to take any chances and go around the swamp. The lead grows to 3 (the GM decides that giving up counts as a fatal failure, i.e. losing by 2 steps).
Now they try to gain more lead and set a full pace. Perseverance is compared, the group succeeds and the lead is 4.
The pursuers see that they can no longer catch up with the group, so they turn around and go back.