Skill Success Roll
We use the success roll whenever we need to find out whether a character has succeeded in a maneuver that depends only on their skill, strength, cleverness or wits. Roll 2d6, add the relevant attribute or skill and tell the result to the Game Master, who judges whether you succeeded in the maneuver or not. The number against which success is judged is called the difficulty. The higher the difficulty, the harder it is to succeed.
The success roll determines whether a character climbs a tree, unlocks a lock, sets a trap or finds food in the wilderness.
We write the success roll maneuver in the rules as follows:
Success roll
skill + 2d6 / Difficulty + 2d6
or
skill + 2d6 / Difficulty
This means that when you roll the dice and add the skill, the result must be equal to or higher than the given difficulty.
Setting the Difficulty
Setting the difficulty is the Game Master's job. Only they know all the circumstances, factors and conditions, and there is no appeal against their judgement in this matter. The following table shows the basic system of difficulties to give you a better idea of how much your character needs to roll.
| Difficulty | Overcomes* |
|---|---|
| low | 6 + 2d6 |
| normal | 12 + 2d6 |
| medium | 18 + 2d6 |
| high | 24 + 2d6 |
| practically impossible | 30 + 2d6 |
Examples
Routine
Even a novice character will succeed at this activity at almost any time. It's the minimum anyone has to overcome, but there are exceptions, of course - almost anyone can climb a ladder, but a character who is afraid of heights may not be able to do even that.
Easy / low
Anyone with some basics should be able to handle these tasks. There may be occasions when he or she fails, for example if wounded or completely exhausted.
Normal
An apprentice has to try hard at such a task and does not always succeed. A more experienced person always succeeds, and for a master the task is a walk in the park.
Medium
Intermediate tasks are given to journeymen - more advanced characters can do them, a beginner must have great luck to succeed.
High
Only masters of a given skill will ever accomplish these tasks without error. Beginners shouldn't even try their luck, journeymen will only succeed occasionally.
Almost impossible
Some tasks are superhuman, and the average person can only dream of ever accomplishing such a feat. However, there are those who do, and they become true legends.
Impossible (difficulty not specified)
Everything has a limit and there are tasks that cannot be done normally.
Attribute Success Roll
The attribute roll works similarly to the skill roll. We distinguish two basic situations:
Prescribed roll
The attribute roll is given by the rules, often against a fixed difficulty
Success roll
attribute + 2d6 / Difficulty (+ 2d6)
Typically this is resisting with Constitution, for example Pass out is Con + 2d6/ 13, lifting a load, or a roll tied to Reflexes (avoiding a trap), etc.
Skill Substitution
If you don't know the skill, you can use its base attribute if it's enough to do so, i.e. it doesn't require any special experience or knowledge.
Often you can roll Dexterity instead of Acrobatics, Senses instead of Orientation in Woodcraft, use Intelligence instead of Scholarship to solve a riddle, Charisma is enough instead of Negotiation for seduction, etc.
Since attributes are lower, a character obviously has no chance of succeeding at a more demanding task that requires years of experience. You can jump down from 3 meters (low difficulty), which a character with decent Dexterity manages without trouble, or make a simple javelin (Workmanship instead of Crafting), but you will hardly cross a ravine on a tightrope without Acrobatics (difficulty 18+2d6) or make a sword without knowing Blacksmithing
Repeated Attempt
If you repeat the roll for an activity you failed at, you get an uncertainty for each previous failure, i.e. you roll one extra time but take the worst result.
Example
The thief Spider is picking a lock. The first time the difficulty is 10 and he fails. He repeats the attempt on the same lock, so his roll is uncertain.New success roll
If the conditions (i.e. your modifiers) change significantly, the GM may let you roll again.