Using Skills

This section details how a characters skill descriptions are translated into game events. Skills should be used when the character performs related actions, or when the character's skills would indicate she has relevant knowledge that the role-player should share. Usually, the role-player informs the Narrator that the character has a relevant skill, and the Narrator decides which skill resolution system is appropriate and uses that system to determine the success or impact of the skill.

We divide uses of skills up in several ways.

  1. Routine uses, where the exact outcome is not critical to events. The Narrator determines the effect of the skill using her judgement and guidelines provided. There is no probabilistic element involved.
  2. Qualitative, unopposed actions. The character is attempting to perform an action which will have two outcomes, success or failure. No one is actively trying to make the character fail. Success is usually determined probabilistically, rolling dice, although the player can choose instead to substitute the expected value for this Skill Roll.
  3. Quantitative, unopposed actions. The character is attempting to perform an action which will have degrees of success or failure. No one is actively trying to make the character fail. Success is usually determined probabilistically, rolling dice, although the player can choose instead to substitute the expected value for this Skill Roll.
  4. Character background knowledge. The roll is determining whether a general knowledge skill means that the character knows specific information. This is basically a quantitative, unopposed action, but some more specific guidelines are included for interpreting success.
  5. Qualitative, opposed actions. The character is attempting to perform an action which will have two outcomes, success or failure. Another character is using a skill to make the character fail. Success is usually determined probabilistically, rolling dice for the initiating character, and computing deterministically based on the resisting character's skill. However, either player can choose instead to substitute the expected value of a die roll for the roll, or vice versa.
  6. Quantitative, opposed actions. The character is attempting to perform an action which will have degress of success. Another character is using a skill to make the character fail. Success is usually determined probabilistically, rolling dice for the initiating character, and computing deterministically based on the resisting character's skill. However, either player can choose to substitute the expected value of a die roll for the roll, or vice versa.
  7. Combat. Attacking another character in combat is basically a quantitative opposed action, but there are some specific guidelines for evaluating success and failure for attacks. There are a few other special rules for actions in combat.
  8. Routine skill use

    Routine use of a skill is using the skill in a non-pressured, non-competitive way, where no one is actively opposing the character. The Narrator simply declares that the results are about those typical for the character's level of expertise.

    Most uses of many skills should be routine. For example, suppose ArmorMan is using his ``Computer Programming'' skill to create a web-page to advertise his new superteam. Since there is no time pressure and ArmorMan's programming skill is beyond the professional level, the Narrator decides he should be able to create a decent webpage. On the other hand, if a hacker is attempting to vandalize the webpage, the Narrator might decide to require a Skill roll, to determine whether ArmorMan's security measures are adequate to defeat the intruders.

    To relate the character's skill rank to their level of expertise, use the following table:

    In the above list, no distinction is made between the two scales. Switching a character from a fine-grain setting to a course-grain setting without changing their skill values will make them objectively better, but at the same relative position compared to others.

    Note that the above categories are defined in terms of some presumably "normal" society, averaging over the cultures in the game. The world designer may create cultures that are reknowned for having a certain skill, or known for their limited grasp of other skills. This is usually translated to giving all members of that culture skill bonuses or penalties in these area. This may shift the interpretation of skill ranking within that culture by a fixed amount, either up or down. However, it shouldn't change the ``global'' interpretation of the skill. For example, if Elves are generally at rank 14 in Archery, and Gilroy the Elf has an archery skill of 15, he may be considered an amateur by elven standards, although his ability would be that of a Top Professional among humans. He could use his Archery skill routinely to earn a living teaching humans archery; but if he tried the same thing among Elves, he would just be laughed at.

    Non-routine uses of skills

    For other uses of skills, there is a procedure to determine the success or failure of the skill use, perhaps measured quantitatively.

    The procedure follows the outline below, but we interpret the steps slightly differently for different kinds of skill uses:

    Skill Resolution Steps

    1. The Narrator determines the Difficulty Level of the action, a number that indicates how hard it is to succeed.
    2. The player chooses one of two ways to determine the skill roll . The player either rolls a set of dice and adds the total to the character's skill rank; or adds the expected value of the same set of dice (rounded down to the nearest integer) to the character's skill rank.
    3. The difficulty level is subtracted from the skill roll. The result is the Success level if positive or zero and the Failure level if negative.
    4. The Narrator uses the Success or Failure level to determine the outcome of the action.
    How Difficulty level is determined and how the outcome is determined from the Success or Failure level depends on the nature of the action. There are different guidelines for the different categories: Unopposed Qualitative, Opposed Qualitative, Unopposed Quantitative, Opposed Quantitative, Attacks, and Background Information.

    The default set of dice is 3 six-sided dice, with the alternative of adding 10. Some modifiers might also be added to the skill roll in this step.

    A narrator might choose to use a different set of dice (or none at all) to make skill use more or less predictible. The narrator might even decide to use different sets of dice for different skills. The following guidelines tell how to compute the standard deviation, which is a good guide to how predictible the results will be. The smaller the standard deviation, the more predictible the results. See Using other sets of dice for a discussion.