Checks

Checks represent actions within the game world of Quest, not every action needs to be a check as simple actions (such as opening a door, having a conversation or picking up something small) have no real chance of failure and take no time and so no check is needed, however if the action takes a certain amount of time or has an element of difficulty a check is usually used.

Each check uses dice (often, but not always, pulled from action pools) and these dice are rolled against a difficulty value called a Target Value or TV for short, these target values are often derived from character abilities but can come from other sources. Different types of checks vary in the effects of the results but the common effects are as follows:


 * Any dice that rolls less than the TV is a success and scores a 'hit'
 * Any dice that rolls greater than the TV is a fail and scores a 'miss' (for the most part these aren't important)
 * Any dice that rolls equal to the TV is a critical success and the character who made the roll may trigger 1 Critical Effect or CE per critical success rolled, these vary between checks, unless stated otherwise any check has the following available CE: Score two hit's

Types of Check
Checks come in a variety of types to represent different types of action.

Basic Checks
Basic checks represent simple actions that are simple but time consuming (such as shifting a large number of crates or moving during a battle), these checks either have an effect 'per hit' such as moving (move 1 unit for each hit) or a total number of hits needed for the action to be complete (a Difficulty or DF).

Unlike other checks a basic check scores 1 hit per dice used in addition to the hits scored by success/critical success rolls, in addition a basic check may be carried out over several checks, if a player falls short of the DF the DF is reduced by the total number of hits (to represent the ongoing contributions to the task at hand).

Basic checks use dice pulled from a characters action pool.

Standard Checks
Standard checks that represent a simple action with some element of challenge or chance of failure. Standard checks carry a DF similar to Basic Checks representing the number of successes a player needs to complete the action, if the total number of hits match or exceed the DF the check (and associated action) succeed, otherwise it fails.

Standard checks use dice pulled from a characters action pool.

Opposed Checks
Opposed checks are used when a character interferes with another characters action, they're similar to standard checks however once the initial check has been rolled the 'opposition' rolls a check, for each regular success they may cancel a single successful result (but not a critical result), for each critical success they may cancel a single successful result or critical result.

If multiple characters oppose the same check the check with the greatest number of successes and critical successes is used, if multiple checks draw for the total use the check with the most critical successes. Any opposed checks are made before any critical effects are triggered.

Both actors within opposed checks use dice pulled from their characters action pools.

Delayed Checks
Delayed checks are used when a character performs an action that's effects may resolve (or be opposed) later, such as brewing a potion, attempting to jam a door that another character may try to break through or setting a trap in such a manner it cannot be seen, in this case the checks are resolved in two parts, the first character makes an appropriate check making a note of the total hits, treating their critical rolls as 2 hits, the character that then triggers the other end of the delayed effect will then perform the appropriate check (usually a standard check) treating the DF as the total number of hits generated by the first character.

Both actors within delayed checks use dice pulled from their characters action pools unless stated otherwise.

Passive Checks
Passive checks are used when a character immediately reacts to an event such as triggering a trap or slipping from an edge, a passive check has a written number of dice that are granted to the character performing the check (for example Passive Strength Check 3 would grant them 3 dice to make the check), Passive Checks care less about hits and more about misses with effects based on 'per miss' effects or total misses.

A character may increase the pool with the dice from their own pool, they may not increase the total pool beyond double it's initial size. For each dice added from their own pool they may remove a dice after the check is made but before the effects are applied, in addition rather than the standard effect of spending a critical result to score 2 hits on a passive check a character may instead spend a critical result to remove a miss.

Advanced, Optional and Rare Check Rules
This area is designed for more advanced rules or stipulations, options rules or uncommon or unlikely scenarios that need defining.

TV 10+
If at any point the TV of a check exceeds 9 treat the TV as 9 but add an additional dice to the check for each additional TV beyond 9, after the check is made the character making the check must remove a dice for each dice added this way.

TV 0
If at any point the TV of a check is 0 or less, the test fails (all dice are considered to have rolled a miss and are discarded).

Advantage and Disadvantage
Advantage and Disadvantage represents environmental factors that have a bearing on a checking making it easier (Advantage) or more difficult (Disadvantage). Both directions can be represented numerically with multiple Advantage being represented as a positive number (+2 would be '2 Advantage') and multiple Disadvantage being represented as a negative number (-2 would be '2 Disadvantage') and both directions cancel out (a check with 3 Advantage and 1 Disadvantage has a total of 2 Advantage).

The first Advantage on a check allows a character to re-roll any 1 dice, the second allows the character to re-roll any number of dice (a dice may be re-rolled only once, the second result it always used and the character must select which dice to re-roll at the same time) and any additional Advantage increases the TV by 1 per Advantage up to a maximum of 9.

The first Disadvantage on a check forces a character to re-roll 1 success or critical success (character's choice), the second forces the character to re-roll all success and critical success results and any additional Disadvantage reduces the TV by 1 per Disadvantage down to a minimum of 0 (and automatic failure).