<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://viridian.crystaldreams.org/index.php?action=history&amp;feed=atom&amp;title=Checks</id>
	<title>Checks - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://viridian.crystaldreams.org/index.php?action=history&amp;feed=atom&amp;title=Checks"/>
	<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Checks&amp;action=history"/>
	<updated>2026-09-13T16:57:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.36.2</generator>
	<entry>
		<id>https://viridian.crystaldreams.org/index.php?title=Checks&amp;diff=1347&amp;oldid=prev</id>
		<title>Makros: first draft and application</title>
		<link rel="alternate" type="text/html" href="https://viridian.crystaldreams.org/index.php?title=Checks&amp;diff=1347&amp;oldid=prev"/>
		<updated>2022-10-12T19:15:03Z</updated>

		<summary type="html">&lt;p&gt;first draft and application&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; margin:15px; max-width:30ch;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:135ch; margin:auto; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As part of normal gameplay, Adventurers are expected to pass &amp;#039;&amp;#039;&amp;#039;Checks&amp;#039;&amp;#039;&amp;#039; to determine the success or failure of certain actions or events.&lt;br /&gt;
&lt;br /&gt;
The key die used for Viridian-Fantasy is a &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, used as a randomization component that are often combined with &amp;#039;&amp;#039;&amp;#039;Modifiers&amp;#039;&amp;#039;&amp;#039;: additions and subtractions to produce the final &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; used to determine the final outcome of various actions and events.&lt;br /&gt;
&lt;br /&gt;
The easiest checks to understand are &amp;#039;&amp;#039;&amp;#039;Skill Checks&amp;#039;&amp;#039;&amp;#039; meant to test the Adventurer&amp;#039;s ability to successfully perform actions. A similar system is used in Combat in regard to &amp;#039;&amp;#039;&amp;#039;ToHit Checks&amp;#039;&amp;#039;&amp;#039; when enemies use attacks to hit each other.&lt;br /&gt;
&lt;br /&gt;
The article below describes the rules regarding rolling and what determines successes or failures.&lt;br /&gt;
&lt;br /&gt;
==d100 Rules==&lt;br /&gt;
There are special rules that change the way the &amp;#039;&amp;#039;&amp;#039;d100&amp;#039;&amp;#039;&amp;#039; is used, take note of these before reading how Checks function.&lt;br /&gt;
&lt;br /&gt;
===The 50s Rule===&lt;br /&gt;
* The golden rule with rolling a d100 is that results of &amp;#039;&amp;#039;&amp;#039;51 or higher counts as 50&amp;#039;&amp;#039;&amp;#039;, but rolling &amp;#039;&amp;#039;&amp;#039;49 or lower remains unaffected&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* The only exception to this rule is...&lt;br /&gt;
&lt;br /&gt;
===The Skill-Rating Exception===&lt;br /&gt;
The 50s Rule only applies until an Adventurer&amp;#039;s Skill-Rating meets and exceeds 51 points:&lt;br /&gt;
* At Skill-Rating 51 or higher: rolling a d100 permits a result equal to &amp;#039;&amp;#039;&amp;#039;double the Adventurer&amp;#039;s Skill-Rating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Ex. If the Adventurer has a skill rating of &amp;#039;&amp;#039;&amp;#039;60&amp;#039;&amp;#039;&amp;#039;, the d100 they roll is permitted to be &amp;#039;&amp;#039;&amp;#039;60 or lower&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Regardless of how high an Adventurer&amp;#039;s Skill-Rating becomes, the maximum result of their d100 &amp;#039;&amp;#039;&amp;#039;cannot exceed 100&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of Checks==&lt;br /&gt;
===Skill Check===&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;Skill Check&amp;#039;&amp;#039;&amp;#039; is called when an Adventurer attempts to use an action, or when required by an event, the Adventurer&amp;#039;s Skill &amp;#039;&amp;#039;&amp;#039;Skill-Rating&amp;#039;&amp;#039;&amp;#039;. The Game-Master will call for the Adventurer to add their relevant Skill&amp;#039;s Skill-Rating and add it to the result of their &amp;#039;&amp;#039;&amp;#039;d100 (1-100)&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* If the Result is equal or greater than the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Check Target Number&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;, the Adventurer succeeds; if they do not, they fail.&lt;br /&gt;
* Attempting to Check against a target number higher than the Adventurer can roll requires the Adventurer roll a &amp;#039;&amp;#039;&amp;#039;96 or higher&amp;#039;&amp;#039;&amp;#039; (5% chance) in order to succeed, if allowed by the Game-master.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* In most circumstances, if the Adventurer&amp;#039;s Skill-Rating meets or exceeds the Target number &amp;#039;&amp;#039;&amp;#039;before applying a d100&amp;#039;&amp;#039;&amp;#039;: they will &amp;#039;&amp;#039;&amp;#039;automatically succeed&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* An Adventurer is permitted to roll for a Skill-Check with a target number of 50 or lower with &amp;#039;&amp;#039;&amp;#039;No Skill-Rating&amp;#039;&amp;#039;&amp;#039;. They &amp;#039;&amp;#039;&amp;#039;can&amp;#039;t&amp;#039;&amp;#039;&amp;#039; succeed on a check higher than 50 in this way.&lt;br /&gt;
&lt;br /&gt;
===ToHit Check (Combat)===&lt;br /&gt;
A &amp;#039;&amp;#039;&amp;#039;ToHit Check&amp;#039;&amp;#039;&amp;#039;, also known as an accuracy check, is used when an Adventure attempts to attack, target or otherwise affect an unwilling target. Functionally similar to a Skill-Check, except that they must beat the target number of the foe to hit.&lt;br /&gt;
&lt;br /&gt;
* The target&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039; stat is the &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Target number&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039; needed to be successful against the target&amp;#039;s defenses or evasiveness.&lt;br /&gt;
* The default Defense value for any living, mobile creature is &amp;#039;&amp;#039;&amp;#039;25&amp;#039;&amp;#039;&amp;#039;. Multiple ways can increase or decrease this number, or the ToHit of the attacker.&lt;br /&gt;
&lt;br /&gt;
===Other Checks===&lt;br /&gt;
Other types of checks may be required that don&amp;#039;t rely on Skills or Skill-Rating, these are often more simplistic forms where a d100 is rolled and a modifier is applied as cited by the check itself. Examples include, but not limited to, are:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Physiological Save&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;: Used to &amp;#039;&amp;#039;&amp;#039;negate or mitigate&amp;#039;&amp;#039;&amp;#039; effects that disrupt an Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;physiology or physical state&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Result = &amp;#039;&amp;#039;&amp;#039;d100 + (Endurance * 10)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Psychological Save&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;: Used to &amp;#039;&amp;#039;&amp;#039;negate or mitigate&amp;#039;&amp;#039;&amp;#039; effects that disrupt an Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;psychological or mental state&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Result = &amp;#039;&amp;#039;&amp;#039;d100 + (Charisma * 10)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Reflex Save&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;: Used to &amp;#039;&amp;#039;&amp;#039;avoid or hasten the recovery&amp;#039;&amp;#039;&amp;#039; of effects that bind the Adventurer or harm them in a more severe way.&lt;br /&gt;
 ♦ Result = &amp;#039;&amp;#039;&amp;#039;d100 + (Agility * 10)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;Attribute Check&amp;lt;/code&amp;gt;&amp;#039;&amp;#039;&amp;#039;: Used for making direct checks based on an Adventurer&amp;#039;s &amp;#039;&amp;#039;&amp;#039;raw Attribute potential&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
 ♦ Result = &amp;#039;&amp;#039;&amp;#039;d100 + (Attribute * 10)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;/div&gt;</summary>
		<author><name>Makros</name></author>
	</entry>
</feed>