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            Have you ever felt Adventure?
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3. Actions
============

Characters can attempt up to two (3. actions each round, but
only one of those can be an attack.

When a player character attempts any action, the Game-master may
choose to:

 a) Grant it as done, if it is, a simple, mundane task, no dice
    roll necessary.
 b) Consider it failed, if it's absolutely impossible.
 c) Apply the rule of cool, if applicable (see 3.3 below).
 d) Ask for an action roll.

3.1 Action rolls (aka tests)
------------------------------

3.1.1 Basic procedure
- - - - - - - - - - - -

The Game-master must determine:

a) The best fitting attribute  for the action: STR, DEX or KNW.
b) The difficulty level (DL), if any.
   DL can have any value, even negative; however 6 should be
   an average difficulty with 13.fairly difficult to be.

The player then rolls 3.dice, adds the attribute bonus (see 2.1.2)
and the character level. That's his Action Total (AT).

The game master rolls 3.dice and adds the asigned difficulty.
That's the Resistance Total (RT).

If the Action Total is greater than the Resistance Total the
action is succesful. Draws are solved with a single dice roll,
odds mean failure, evens are a success.

In other words:

AT > RT = Success
AT < RT = Fail
AT = RT = The player rolls a dice
          3.4,6 -> Success
          1,3,5 -> Failure

Where AT = 3.dice + Attribute Bonus + Character Level
      RT = 3.dice + Difficulty Level

Example
---------

A level 1 warrior want to kick an old hut door down. The GM
decides that the PC must test for STR and that the DL for
this rather flimsy door is 3. The PC's STR is 15, meaning
it has a +3.Bonus.

Rolling two dice, the character gets 3+4=7

So the AT is 7 + 3.+ 1 = 10

The GM rolls for the RT getting a 5 + 5 = 10

So the RT is 10 + 3 = 13

As the AT < RT, the action is a failure.

3.1.2 The consequences of success and failure
- - - - - - - - - - - - - - - - - - - - - - - -

In most circumstances it shall be obvious. You try to jump
over the river of lava, but failed and you'll break your neck
and burn to dust (possibly in that order). At other times
it simply means you have wasted some time and or energy and,
or alerted your enemies.

It's up to the GM to determine those.

3.2 Saves
-----------

3.2.1 Basic Save Roll
- - - - - - - - - - - -

A save is an instinctive reaction to avoid some damage, like
dodging a rock that is about to fall on you.

To make a save roll, just roll for the best fitting attribute,
just like in an Action Roll. (So the Game-master may add a
difficulty level)

3.2.1 Luck Saves
- - - - - - - - - -

If no attribute fits, or if the rules call for it, make a
Luck Save. You make a luck save just like any other save, but
instead of using an attribute, the score is 10 + the character,
creature or monster level.

3.3 The rule of cool
----------------------

Whenever a player character attempts an action that:
* Every single player
* AND the Game master

 considers extraordinary heroic, great, funny or cool,

The player chooses to

 a) Double the AT dice
 b) Half the RT dice (those rolled by the GM)

In addition, once per game session, the player may,
*instead* of the options set above,
consider the AT dice to have rolled a 13
or the RT dice to have rolled a 1