Exploration and Roleplay

## Calling for a Skill Check

Within 7e all *Skill Checks* may made with reference to a particular *Skill* and *Ability,* phrased as an *"Ability"("Skill") Check.*

For example, a *Character* attempting to swim across a fast flowing river may be required to make a *Strength(Athletics) Check* to determine whether they successfully cross the river or not.

Within the rules for 7e we may specify what *Skill* and *Ability* **must in our opinions** be used to accomplish certain actions. We do this to ensure there is as little ambiguity as possible regarding how the *GM* should rule significant or frequently occurring *Checks*. This is especially the case within *Conflicts*, where the stakes of the *Checks* are particularly high and ambiguity in rulings is undesirable. We also note specific examples within the rules for **Exploration and Roleplay** and **Crafting** where particular *Checks* **must** be used.

**Note that the choice of which *Ability* and *Skill* to use for a particular *Check* is however always open to the *GM's* interpretation, even where a specific ruling has been provided**. An individual *GM's* interpretation of the *Ability* and *Skill* required for a *Check* may differ from what another *GM* would request or what we specify, particularly if a certain application of that *Ability* or *Skill* feels inappropriate to them. That being said, we recommend that *GMs* should for the sake of giving *Players* certainty in the mechanics of the game follow such rulings wherever it is appropriate.

Sometimes we may **recommend** what *Skill* and *Ability* is appropriate for a given task. This is to give *GMs* assistance in determining an appropriate *Check* while allowing for more creative freedom to the *Players* as to how they should approach the task. *Players* may reasonably expect a *GM* could rule differently from our own recommendations in these cases.

## Luck Checks

Luck represents when a Character has **no agency** over the outcome of a situation. In cases where a none of a Character's innate abilities or their experience is likely to affect the outcome, then *chances* are a *Luck Check* is required.

This may include deciding which is the right path to take in a complex cave system. It may be the toss of a coin. It could be how romantically compatible your *Character* and another are. Some aspects of a narrative are simply down to fate and a roll of the dice. However, *Character's* in fiction are frequently either lucky or unlucky in the pursuit of their endeavours.

When making a *Luck Check*, simply roll a d20 and add the Character's *Luck Modifier*.

By definition, you **cannot add a Proficiency Bonus to your Luck Check**, unless a *Character* feature specifically rules otherwise.

There may be cases where a *Character* may rather than rely on their *Skills* they may instead rely on their *Luck*. These are typically situations where there are a set number of **choices** the *Character* may take. Which path is safest/quickest? Which potion is safe to drink? Where a *Character* is faced by such a situation they make a *Luck Check* instead of a *Skill Check.*

If the odds of success are known by the *GM*, they may determine the DC for a *Luck Check* to be successful using the following table.

 10%
 20%
 30%
 40%
 50%
 60%
 70%
 80%
 90%

## Which Ability and Which Skill?

Decades of experience in roleplaying games has proven over and over that the full scope of actions *Players* may attempt in a game will frequently defy expectations and sense. Therefore it is impossible for us to determine all the possible actions and corresponding *Checks* which may be required in 7e. To address this we provide the following guidelines on how to determine the appropriate *Skill* and *Ability* to use when a specific ruling is not provided.

Where a *GM's* interpretation differs from your own interpretation, we recommend **politely** requesting if your *Character* may use a different combination, and accepting the *GMs* refusal if they feel it would be inappropriate.

For example, a *GM* could request a *Player* make a *Charisma(Communication) Check* to convince an animal they mean no harm to it. However the *Player* may request if they could make a *Charisma(Survival) Check*, as *Survival* may take into account the *Character's* experience interacting with animals specifically.

The final decision of what combination of *Ability* and *Skill* to request is ultimately the *GM's* call and should be respected.

That being said we recommend that *GMs* should ideally give some leeway in how *Players* approach a course of action. The ability to use more than one *Ability* or *Skill* to attempt a course of action provides *Players* the option to approach a course of action in a manner which is true to how their *Character* is likely to approach it (i.e. they are likely to use the approach the *Character* is most able or proficient in). It also provides more opportunities for *Characters* of varying capabilities to contribute to a given task.

For example, a *Character* with great Strength but poor Charisma may in more restrictive game systems find themselves unable to contribute to social interactions. However within 7e they potentially make a show of s*trength* (e.g. *Strength(Communication) Check*) in an attempt to impress or intimidate a *Character.* Suggesting creative and interesting combinations of *Abilities* and *Skills* is part of the challenge and fun of making *Skill Checks.*

You will see such rulings reflected in the rules of 7e.

Below we provide general guidelines on what Skills and Abilities are **likely** to be used together.

## Typical Combinations of Abilities and Skills

The rule of thumb is that the ***Ability*** represents **How the Character** is doing something, while the ***Skill*** represents **What** **the goal, target or context** of the *Check* is.

**Typical** ***Ability Modifiers*** to use with particular ***Skills*** are listed below:

 **Technology** | Dexterity, Intelligence

If it is clear one of the above *Skills* is required, then it is **highly likely** one of the **typical *Abilities*** listed will be required.

You may determine the *Ability* *Modifier* that is likely to be used with the below guidelines:

* If the *Check* requires a *Character* use **significant physical force**, use **Strength**.
* If the Check requires a *Character* to move **precisely or craft** something, use **Dexterity**
* If the Check is a test of **how long a *Character* can maintain an activity**, use **Constitution**.
* If the Check requires a *Character* **recall, understand or solve a problem logically,** use **Intelligence**.
* If the Check requires a *Character* **to influence other *Characters* with language**, use **Charisma**.
* If the Check requires a *Character* **notices or is looking for something**, use **Awareness**