Rules Index | GM Screen | Player's Guide


Chapter 8: Playing the Game / Rules Overview

Rolling Checks

Source Player Core pg. 398 2.0
An action that can potentially fail requires rolling a check (page 400). Roll a d20 (20-sided die) and identify the modifiers, bonuses, and penalties that apply. Then, calculate the result, compare it to the DC (your target number), and determine the degree of success and the effect.

Most checks are modified by your attribute modifier (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) and your proficiency modifier (untrained, trained, expert, master, or legendary) for the statistic. You might get a circumstance, status, or item bonus or penalty as well.

The degrees of success (page 401) are critical success, success, failure, and critical failure. You get a success if you meet or exceed the DC, or a critical success if you exceed the DC by 10 or more. If your result is lower than the DC, you get a failure, or a critical failure if you failed by 10 or more.

Related: Flat checks (405), fortune and misfortune (401), secret checks (405)