There are some occasions where a skill roll is required but the chances of success need to be adjusted to reflect particular conditions. Fleeing bandits, for instance, might require an Athletics roll. But what if the character is fleeing through darkness or through treacherous undergrowth? In such a case the Games Master can insist on modifying the skill of the character to reflect the circumstances.
There are a series of grades to determine how a skill is modified. Note that two types of modifiers are provided: the first is the default method, and involves a little math, but offers better simulation for scaling, especially where higher skill percentages are concerned. The Simplified Skill Modifier is a simple addition or subtraction, and easier to implement. Choose which method best fits the game, but ensure that the same modification system is applied consistently. These are as follows:
Difficulty Grade | Skill Modifier | Simplified Skill Modifier |
|---|---|---|
Automatic | No need to roll | No need to roll |
Very Easy | Double the skill value | +40% |
Easy | Add half again to the skill value | +20% |
Standard | No adjustment | None |
Hard | Reduce skill value by one-third |
|
Formidable | Reduce the skill value by half |
|
Herculean | Reduce the skill value to one tenth |
|
Hopeless | No attempt can be made | No attempt can be made |
Where a character is already suffering a penalty from other circumstances the hardest difficulty grade takes precedence.
This game does not provide a definitive list of situations and challenges which can incur skill modifications. What sort of modification is required for any particular skill or context is ultimately up to the Games Master to decide; according to the capabilities of the characters, his perception of the difficulty of the situation, and the dramatic tension at that particular moment.