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===Checks without Rolls===
 
===Checks without Rolls===
 
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.  
 
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.  
 
 
Taking 10 : When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.  
 
Taking 10 : When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.  
 
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Taking 10+ : With some feats or by spending CP (See Controlling your fate), you can take a 10+. You roll a 1d20 for the skill check as usual, but consider any roll under 10 as a 10. This assures you to always have a minimum of 10 on your dice roll for a skill check.  
Taking 10+ : With some feats or by spending XP (See Controlling your fate), you can take a 10+. You roll a 1d20 for the skill check as usual, but consider any roll under 10 as a 10. This assures you to always have a minimum of 10 on your dice roll for a skill check.  
 
 
 
 
Taking 20 : When you have plenty of time (generally 2 minutes for a skill that can normally be checked in one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common take 20 skills include Escape Artist, Open Lock, and Search  
 
Taking 20 : When you have plenty of time (generally 2 minutes for a skill that can normally be checked in one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common take 20 skills include Escape Artist, Open Lock, and Search  
 
===Dice===
 
===Dice===
 
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.  
 
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.  
 
 
Rounding Fractions
 
Rounding Fractions
 
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage, have a minimum of 1.  
 
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage, have a minimum of 1.  
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'''Ability modifier'''
 
'''Ability modifier'''
All skills are linked to an ability. Abilities represent the raw capacity of your body and your mind. The outcome of an action is always influence by one of the six primary abilities. (See [[Ogre:CharacterCodex:Attributes#Ability|Character Attributes]])
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All skills are linked to an ability. Abilities represent the raw capacity of your body and your mind. The outcome of an action is always influence by one of the six primary abilities. (See Character Attributes)
  
 
'''Racial Modifier'''
 
'''Racial Modifier'''
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'''Miscellaneous modifier'''
 
'''Miscellaneous modifier'''
 
There are a lot of other things that can influence a skill like disabilities or special talents.
 
There are a lot of other things that can influence a skill like disabilities or special talents.
===Skill systems===
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===Skills systems===
 
Depending on the level of complexity you want for your games, the skill system will be different. We will start with the most general and simpler skill system and will add more complex, but specific element. The first level of complexity is using aptitudes only
 
Depending on the level of complexity you want for your games, the skill system will be different. We will start with the most general and simpler skill system and will add more complex, but specific element. The first level of complexity is using aptitudes only
 
====Aptitude only system====
 
====Aptitude only system====
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|-
 
|-
 
| Proficient
 
| Proficient
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| -4
 +
| 0
 
| 0
 
| 0
| 1
 
| 1
 
 
|-
 
|-
 
| Specialist
 
| Specialist
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====Which system to choose====
 
====Which system to choose====
The system you want to use depends of many factors and personal preferences. Using aptitudes only make it for generally fast pace action resolution and allow more time to role-play your character. If you use the full system, this make a game flow a lot slower, but allows more strategy when resolving action, particularly combat. Choose the system that most players and the Gamemaster will feel comfortable with.
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The system you want to use depends of many factors and personal preferences. Using aptitudes only make it for generally fast pace action resolution and allow more time to role-play your character. If you use the full system, this make a game flow a lot slower, but allows more strategy when resolving action, particularly combat. Choose the system that most players and the Gamemaster will fell comfortable with.
  
 
===Modifiers===
 
===Modifiers===
  
 
====Favorable and Unfavorable Conditions====
 
====Favorable and Unfavorable Conditions====
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill. A modifier can affect your skill roll or the DC of the task to be done. Modifiers are always describe in four parts, for example, a +2 insight bonus to Spot check.  
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Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill. A modifier can affect your skill roll or the DC of the task to be done. Modifiers a re always describe in four parts, for example, a +2 insight bonus to Spot check.  
  
 
* The first part (+2) is the value you add or subtract from a skill check or a DC.
 
* The first part (+2) is the value you add or subtract from a skill check or a DC.
 
* The second part (insight) is the type of modifier that you receive. As a general rules, modifier of the same type do not stack, you take only the best bonus or the worse penalty.
 
* The second part (insight) is the type of modifier that you receive. As a general rules, modifier of the same type do not stack, you take only the best bonus or the worse penalty.
* The third part (bonus) explains if the modifier is advantageous for the player or not. A bonus is always advantageous for a character while a penalty always hinders the character.  
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* The third part (bonus) explains if the modifier is benefic for the player or not. A bonus is always benefic for a character while a penalty always hinders the character.  
 
:''For example a +2 circumstance penalty to Climb DC makes the DC of a check higher and more difficult to do.''
 
:''For example a +2 circumstance penalty to Climb DC makes the DC of a check higher and more difficult to do.''
 
* The last part (Spot check) gives the skill that the modifier affect and if it is applied to the skill check or to the skill DC.
 
* The last part (Spot check) gives the skill that the modifier affect and if it is applied to the skill check or to the skill DC.
  
 
====Skill Modifier vs. DC modifier====
 
====Skill Modifier vs. DC modifier====
Both modifiers influence your chance of success when using a skill, but there is one important difference between a modifier to a check and to a DC. The DC modifier only affects your chance of success, while a skill modifier also changes your chance of doing a Total Failure. For example, with a -4 penalty to a check, you have more chance of having a check that fall below 0 while a +4 penalty to DC do not increase the probability of having a check below 0. While DC penalty make an action harder to make, a skill modifier also make the action more risky. When giving modifiers, the Gamemaster should always think if the action is only more difficult (DC modifier) or if it is also more dangerous (Skill modifier).
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Both modifiers influence your chance of success when using a skill, but there is one important difference between a modifier to a check and to a DC. The DC modifier only affects your chance of success, while a skill modifier also changes your chance of doing a Total Failure. ''For example, with a -4 penalty to a check, you have more chance of having a check that fall below 0 while a +4 penalty to DC do not increase the probability of having a check below 0.''
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While DC penalty make an action harder to make, a skill modifier also make the action more risky. When giving modifiers, the Gamemaster should always think if the action is only more difficult (DC modifier) or if it is also more dangerous (Skill modifier).
  
 
====Modifier Types====
 
====Modifier Types====
Here is a list of the different modifier your character can have.
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Here is a list of the different modifier your characater can have.
 
=====Ability Modifier=====
 
=====Ability Modifier=====
 
The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.  
 
The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.  
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A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.  
 
A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies.  
 
=====Morale Modifier=====
 
=====Morale Modifier=====
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.  
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A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.  
 
=====Pain Penalty=====
 
=====Pain Penalty=====
 
Some wounds are so painful that you cannot act without causing yourself more pains resulting in a penalty to all actions. Pain penalty from different wounds does not stack, but pain penalty provided by a single attack does stack.
 
Some wounds are so painful that you cannot act without causing yourself more pains resulting in a penalty to all actions. Pain penalty from different wounds does not stack, but pain penalty provided by a single attack does stack.
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A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies.  
 
A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies.  
 
=====Racial Modifier=====
 
=====Racial Modifier=====
Races have different capabilities resulting in modifiers from most attributes.  
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A size bonus or penalty is derived from a creature's particular race.
 
=====Sacred Modifier=====
 
=====Sacred Modifier=====
 
A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.  
 
A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies.  
 
=====Size Modifier=====
 
=====Size Modifier=====
 
A size bonus or penalty is derived from a creature's size category.
 
A size bonus or penalty is derived from a creature's size category.

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