Check

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Checks
FateWeaver is a role-playing game that is modeled after the d20 system, named after the die which is central to the core mechanics of many actions in the game; the d20.

To resolve most actions in the d20 System, a player rolls a “check,” a check is rolled by rolling a 20-sided die. They then add the results of the roll to any relevant modifiers based on the natural aptitude of the character (defined by six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and how skilled the character is in various fields (such as in combat), as well as other, situational modifiers. If the result is greater than or equal to a target number (usually called a Difficulty Class or DC) then the check succeeds, and the action is effectively executed.

Automatic Successes and Failures
Anytime a check is made, a result of a 20 (Natural 20) is an automatic success, and a result of a 1 (Natural 1) is an automatic failure.
With attack-checks and mana-checks, a natural 20 threatens a greater effect (Critical Hit or Overdrive, respectively), while a natural 1 threatens a disastrous effect (Fumbles or Surges, respectively).

Taking 20 and taking 10
A character may take 10, which makes the task take ten times as long but only requires the resources of doing it once.
Alternatively the character may take 20, which makes the task take one hundred times as long, and requires the resources of doing it ten times over.
A character can only take 10 or 20 when they have plenty of time, when they aren’t distracted, and when the task carries no major consequences for failure.

Check

FateWeaver Vivika