Making a Check
Home Defiant is a D6 Dice Pool game similar games like Shadowrun and Blades in the dark. Whenever you are performing an action that is beyond the ability of the common man, the Fate may request that you perform a check to see if you would succeed. Depending on your attributes and the situation, you will roll a number of six sided dice (d6) to determine your success
Making a Check
When the Fate tells you to make a check, they will need to determine 3 things: a
When making a check, you will roll a number of of d6 equal to the total of the Trained and Talent Attribute. If you have a Technical Attribute that relates to this check, you will add this number to the number of dice rolled as well. Then, you roll all of the dice. For example, Rudy has Dexterity 2 and Martial 1. When the Fate requests for a Martial Dexterity check, Ruby will roll 3 dice.
After determining the number of dice you can roll, you need to determine the number of hits After rolling your dice pool, dice that is showing 4, 5 or 6 is considered a hit. The number of hits rolled must be equal to or larger than the DC to be successful. Otherwise, the check fails.
Zero Dice Pool
Sometimes, you may be asked to make a check where the sum of your attributes is less than 1. In these cases, it means that the task that is placed ahead of you is too advanced for you to perform.
Failing a Check
Whenever a Defiant fails a check against a static obstacle, they
Focusing on Intent
Sometimes, a Defiant will say they are looking around a room for hidden doors when what they are actually looking for is just a way forward. When a Defiant makes a check,
Defiance
Defiance is a number that is used to track degrees of success. Positive Defiance will usually trigger positive effects for the roller while negative Defiance will usually means additional negative effects.
On a success, you should count the number of 6s that you rolled. This determines how high your Defiance level is. For example, if you rolled three hits and two of them is a 6 on a DC 2 check, you succeeded on the check with 2 Defiance.
Alternatively, on a failure, you need to count the number of 1s you rolled. This determines how low your Defiance level is. For example, if you rolled three hits and two of them is a 1 on a DC 5 check, you failed on the check with -2 Defiance.
Note that you only
Advantages and Disadvantages
Whenever you are performing an action in an advantageous or disadvantageous situations, it will affect the number of dice you roll. For a situation or Skill to affect your check, they must affecting you for the entire duration of the check. If the situation or Skill stops affecting you before you complete the action, it will not grant you advantage or disadvantage when you roll dice.
Advantage
Whenever you are performing an action while having assistance or getting benefit from the environment, the Fate may grant you an
For example, you may be trying to hide while in the dark or trying to lift something using a crowbar. If this is the case, the Fate may decide to grant you an advantage.
Disadvantage
Whenever you are performing an action while facing resistance or getting difficulties from the environment, the Fate may grant you a
For example, you may be trying to hide while dressed in neon colors or trying to lift something while drunk. If this is the case, the Fate may decide to grant you a disadvantage.
Sometimes, you may gain advantages and disadvantages from different sources. When you do so, they cancel each other out. The remaining advantage or disadvantage will be the only one affecting your check. For example, if you gain advantages from 3 different sources but get a disadvantage from one source, you will make your check will only 2 advantage.
You can only have a number of advantages and disadvantages equal to highest of the used attribute. For example, if you have Martial 1, Might 1 and 2 advantages, you can only have 1 advantage when you roll a Martial Might check.
Granting Advantage or Disadvantages
The Fates can grant Advantages or Disadvantages whenever the situation calls for it. If a situation provides significant advantage or disadvantage to the action performed, an Advantage or Disadvantage should be provided respectively. As a guide, significant refers to a direct causal advantage to performing an action. While the rain directly impacts the ability to climb and deserves a disadvantage, a mosquito hovering in the climber's ears does not.
Usually, Advantages and Disadvantages should be provided to the Offender rather than the Defender. If an opposed check ensues and the situation provides advantage to party A and a disadvantage to party B, only provide the advantage to party A. However, if the situation proves problematic to both sides, it is better to ignore it for both.
Difficulty Class (DC)
Difficulty Class or DC describes how difficult the task is to complete. This is the number of hits a player must roll to successfully complete a task. If the number hits is lower than the DC, then the check failed.
Below are some reference you can use to determine difficulty. Note the tier column that should inform you which DC to use for your party. Using one tier below will make your encounters feel easy while using using one tier higher makes the encounter significantly harder. It is not recommended to use DC that is 2 tiers higher because the tasks may feel impossible to complete for your party.
| Tier | DC | Difficulty | Example |
| 0 | 0 | Routine (No roll needed) | Walking a path, eating a meal, greeting a neighbor. |
| 1 | 1-3 | Simple | Leaping a ditch, shooting a target, starting a campfire. |
| 2 | 4-6 | Standard | Climbing a wall, picking a lock, tracking footprints. |
| 3 | 7-9 | Formidable | Forging a decree, snapping chains, calming a riot. |
| 4 | 10-12 | Masterful | Picking a vault, deciphering encryption, surviving a catapult strike. |
| 5 | 13-15 | Heroic | Outrunning an avalanche, convincing a monarch to abdicate, leaping a ravine. |
| 6 | 16+ | Unfathomable | Punching through solid steel, holding up a collapsing building, swimming up a waterfall. |
Extended Check
Sometimes, you may want to take your time when performing an action. While in Encounter time, they may be other things that are taking away your attention but when things slow down you would like to take your time to take the Observe action multiple times over the hour to find the secret door in the room. Instead of rolling hundreds of Focus + Survival checks, you may instead
When a Defiant tries to do something that requires an Extended check, the first step you need to
If the Defiant's chosen timescale is
- Grant the Defiant more information than what they would have received otherwise.
- Reduce the DC of the check performed by 1 per timescale difference.
- If the Defiant's chosen timescaale is long enough, automatically succeed the check.
If the Defiant's chosen timescale is
- Increase the risk by causing a negative effect to happen upon failure. This includes accidentally triggering a trap, or jamming a door.
- Grant the Defiant less information than what they would have received otherwise.
- Increase the DC of the check performed by 1 per timescale difference.
- If the time scale is too short for the task, automatically fail the check.
Defiant vs Character Time Perception
The Defiant may not understand what is a reasonable time to spend on a task. If it is obvious to their Character, make sure to let the Defiant know which timescale is considered "reasonable" amount of time to spend on an action.
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