Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Running Encounters / Running the Encounter

Adjudicating Actions

Source GM Core pg. 27
Some of the basic actions of the game require you to interpret how a rule should apply. Here, you’ll find advice on the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can Aid or Take Cover), a PC can usually determine before they take the action whether doing so is viable; if it isn’t viable for some reason, alert them that it won’t work before they spend time, actions, or resources trying. There are some exceptions, especially if the reason an action wouldn’t work is something a character wouldn’t know. For example, if a character tries to Take Cover behind a wall, not realizing it’s illusory, you shouldn’t reveal the deception prematurely.

Aid

Source GM Core pg. 27
It’s up to you whether someone’s preparation is enough to let them Aid an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to Pick a Lock, but just saying you’re going to “encourage” them likely wouldn’t. Second, the character who’s attempting to Aid needs to be in a proper position to help and able to convey any necessary information. Helping a character Climb a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You’ll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that’s completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished.

Ready

Source GM Core pg. 27
The Ready activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character, rather than a rules concept that doesn’t exist in-world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a concentrate action” or “I Ready to attack him if he has fewer than forty-seven Hit Points,” find out what their character is trying to specifically observe. If they don’t have a clear answer for that, they need to adjust their action.

Seek

Source GM Core pg. 27
The Seek action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple Seek action rather than a long-term Search exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires significantly longer and can’t be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story.

Sense Motive

Source GM Core pg. 28
When someone tries to Sense the Motive of an NPC, you’ll need to figure out how to convey the information they receive. It’s best to try to convey this indirectly, such as by describing a lying target’s body language, odd word choices, sweating, or other details rather than saying, “They aren’t behaving normally.” However, sometimes dropping a punchy, “Oh, she is a hundred percent lying about this!” on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to Sense Motive again. Usually, this means either the behavior of the subject needs to change or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to Sense Motive, gets different information about the target, and shares it, that doesn’t really count as new information for a PC who tried previously. Rather, it’s up to the players to roleplay out any changes in their thinking as a result.

Take Cover

Source GM Core pg. 28
You’ll often need to determine whether someone can Take Cover. They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. Taking Cover might also require them to Drop Prone, such as if they want to take cover under a table. Most of the time, you can let them combine these instead of using two separate actions.