Skills, skill checks, and skill tests

During the course of an adventure, adventurers may attempt actions where success is not certain. In these cases, a skill check may be required.

Skill checks

To determine whether an action is successful, combine the player’s tier dice roll with the skill they’ve opted to use, and add an attribute modifier as appropriate.

Remember that skills in Let Thrones Beware are designed to be open ended; a rogue using her best thief in the land skill to sneak past a guard would add her Quick to the check, and might add Presence to convince a suspicious guard that there were only ever three barrels on the cart.

The group should work together to determine whether a given skill can be used to accomplish a task. In the event that a skill isn’t appropriate, a character can still make an ability check.

Skill tests

Characters may be confronted by obstacles that need more than one skill check to resolve. In those cases, a skill test may be carried out.

To successfully pass a skill test, the party must pass a number of skill checks before failing a number of times, with the number of failures and successes determined by the intended difficulty of the check.

The test is divided up into rounds; in each round, the party must surmount a number of obstacles equal to the size of their group through the use of skill checks.

The success or failure of a round is determined by the number of skill checks that are passed; if there are more passes than failures, the round is won. It is otherwise lost.

Winning a round gains the party advantage on a single roll in the next round; representing the benefits they gained from overcoming their trial so successfully. Losing a round means that the party has disadvantage on one roll in the next round, owing to the extra effort they must commit to make up the lost ground.

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