LOST Chapter 4 – Making Checks
Checks are made when a character is taking an action that they might succeed or fail at.
- The Flow of Checks
Checks should handled using the following steps:
A: Determine the Target Specialty
When a check needs to be made, the Game Master will decide what Specialty best fits the action being taken. This is the Target Specialty. There are times, such as when using specific Abilities, where the rules may specify a certain Specialty for a check.
B: Compare Specialties
The player will then confirm whether they have the Target Specialty.
If the player does not have the Target Specialty, they should select the nearest Specialty they have to the Target Specialty. Then, they should count the number of spaces, including Gaps, between the Specialty they selected and the Target Specialty. Diagonal movement cannot be used when counting. Filled Gaps are not counted.
In this way, the player will make the check with a Proxy Specialty, rather than the indicated Target Specialty.
C: Determine the Difficulty
Calculate the difficulty of the check. The greater the difficulty number, the more difficult it will be to succeed in the roll.
The difficulty of all checks is 5+X where X represents the number of spaces between the Target Specialty and Proxy Specialty. If the player has the Target Specialty among their character’s Specialties, X=0.
D: Roll the Dice
After the difficulty is calculated, the player rolls 2D6. If the result is equal to or greater than the difficulty, the check is a success. If the result is lower than the difficulty, the check is a failure.
This result will determine whether the character succeeds or fails at their intended action.
However, there are 4 additional rules regarding checks: [Adjusting], [Special Rolls], [Game Master Counter] and [Player Proposal].
There is a possibility that the result of a check may be adjusted in situations where the action may be easier or more difficult. Easier actions receive a + to check results, more difficult actions receive a -.
When adjusting, the adjustment should be added or subtracted from the result of the 2D6 dice roll. The dice roll together with any adjustments should be considered the actual ‘result’ of the check.
If the result is equal to or greater than the difficulty, the check is a success.
- Special Rolls
There is a possibility of rolling special numbers whenever a check is made. There are two types of special rolls: Fumbles and Criticals.
A Fumble is a roll of 2 1s on a 2D6. Fumbles represent unpredictable major failures. Even if adjustments would increase the result to equal to or greater than the difficulty, a roll of 2 will always be counted as a failure.
If you Fumble while rolling for a Hit check, please roll on the Hit Fumble Table. If you Fumble while rolling an Evasion check, please roll on the Evasion Fumble Table.
Fumbles cannot be caused by negative adjustments to a check result.
A Critical is a roll of 2 6s on a 2D6. Criticals represent fate or luck intervening in your character’s action to produce a stunning result. Even if the result of the roll is lower than the difficulty of the check, a Critical will always be counted as a success.
When someone rolls a Critical, they gain 1D6 [Willpower] and can remove 1 status ailment.
If you roll a Critical while rolling for a Hit check, please roll on the Hit Critical Table.
Criticals cannot be caused by positive adjustments to a check result.
Game Master Counter
The Game Master may counter a player’s proposal for the Proxy Specialty they wish to use for a Specialty check.
The player must explain exactly how their character will use the Proxy Specialty to achieve the target action.
If the Game Master is satisfied by the explanation, the player can continue to make the check. If the Game Master is not satisfied, they can refuse to accept the Proxy Specialty proposed by the player. If the 2D6 have already been rolled for a check before the Game Master counters it, and if the difficulty or results may change depending on the counter, the dice must be re-rolled after a new Proxy Specialty is determined.
Players may propose a change of the Target Specialty for a check based on in-character circumstances.
First the player must explain exactly how their character intends to use the Target Specialty.
If the Game Master is satisfied by the explanation, they can change the Target Specialty for the check. Or, they may make adjustments to the difficulty of the check. The player can then continue making the check and roleplay the result. If the Game Master is not satisfied by the explanation, they can refuse to allow the change of Target Specialty.
Example 1: When asked to make a Retreat check, the player points out that there are many objects in the area and asks if the Target Specialty can be changed to Hide. Since the battle is taking place in a damaged building with lots of objects debris, the GM agrees. The PC hides behind a bookshelf and is able to successfully escape from the situation.
Example 2: When asked to make a Retreat check, the player points out that there are many bushes around and asks if the Target Specialty can be changed to Hide. The battle is taking place in a forest, but the GM decides that trying to be silent and hide behind a big bush would be very difficult for the character, and imposes a -3 penalty on the Hide check.