Author Topic: Opposed Checks Handbook  (Read 744 times)


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Opposed Checks Handbook
« on: June 20, 2017, 10:20:43 PM »
Opposed Checks Handbook
A handbook all about opposed checks. How to win them. How to cause them. How to calculate the damn math correctly.

This is more of an analysis of the mechanics than a usual guide to making it perfect. There will be some of that, but opposed checks are a broad enough mechanic that trying to cover everything is far more than one guide should have. Most of this guide is just math and analysis, but there is also be some about general techniques to boost the more common types of opposed checks and a few more specific, interesting or obscure things.

Really, the main reason I'm making this is for the math to be readily available for anyone that wants it.

Things that use opposed checks
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The Mechanics
Quote from:
Opposed Checks
An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

Quote from:
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.

Thus, you need to beat your opponent's total by 1 if you have a lower modifier, or tie if you have a higher modifier. You need a +19 modifier (compared to your opponent's modifier) to always win.

The Math
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Class Features
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Items and Equipment
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Change Log
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« Last Edit: June 20, 2017, 10:45:31 PM by Garryl »
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