Actions & Outcomes
What Skill and Stat are applicable to a given roll are not the only parts of a roll. A roll is also composed of an an action type and an outcome type. These determine what the conditions for success and failure are, and what the goal of the skill roll is.
- Overcome any kind of obstacle
- Opposed rolls that don't deal damage or apply an aspect
- Create Advantage
- Generate an aspect on a character, object or situation
- Can be used to create new aspects ("on fire") or discover existing ones ("no poker face")
- Attempt to do damage with a skill against another character or object
- Defends against attempts to harm or apply an aspect
- Determines initiative order in conflicts
- Ties are rerolled
- Binary: Success / failure
- Simple checks to complete a task or overcome an obstacle
- Failing a Success Outcome roll awards PCs with a Token
- Compare skill roll against Skill Ladder to determine how good the roll was
- Can be used for opposed rolls
- Often used for qualitative results, such as investigations, performances, or crafts
- Compare skill roll against the Skill Ladder to determine how quickly the action was done
- Can be used for competitive or opposed rolls
Actions vs Outcomes
Most non-combat skill checks are here.
Many quality checks are here.
Most time-sensitive checks are here.
Almost all create advantage actions will be binary.
Almost all attacks are binary.
Some specialized rolls for things like sabotage might end up here.
Almost all defenses are binary.
Possibly useful for avoiding hazards or long-term problems.
Useful for single action comparison or pure reaction speed tests.
Special case where all rolls are compared for quality.
Possibly useful for pure speed tests.