Rolls & Checks Mechanisms

== General Rules ==
1D20
* 20 = Critical failure
* 1 = Critical success
* If check on stat, you need to roll your stat or less
* If not on stat 10 or less
If no fitting skill, roll 1d6 for penalty to add to your result.
If fitting skill unlocked, removes penalty and adds bonus to threshold. 
If skill has prerequisites, then add skill level, if not, then add level - 1.
== Examples ==
=== Need to pick lock ===
==== No lock picking skill ====
No stat
* Roll 1d20: 14
* Roll penalty dice: 4
* 14 + 4 = 18
* Fail
==== Lock picking skill LVL 1 ====
* Roll 1d20: 10
* No penalty dice
* Success
==== Lockpicking skill LVL 6 ====
* Threshold: 10+5 = 15
* Roll 1d20: 15
* Success
=== Close Combat using lightsword ===
==== No melee skill, Strength = 15 ====
* Roll 1d20: 13
* Roll penalty dice: 4
* 13 + 4 = 17
* Fail
==== Mele Mastery, Strength = 15 ====
* Roll 1d20: 13
* No penalty dice
* Success
==== Lightweapon proficiency lvl 1, Strength = 15 ====
* Threshold: 15+1=16
* Roll 1d20: 16
* Success
Category:Game Mechanics