Checks and Dice Without Jargon

Explain how checks, difficulty, and situational modifiers work in system-neutral terms so new players understand when and how to roll.
6 min read
Player

Checks and Dice Without Jargon

When you try something risky or uncertain, the GM asks for a check. This article builds on ideas from How a Session Flows. You describe what your character does, roll dice, add a number from your sheet, and compare the total to a target. Higher usually wins.

What you'll learn

  • When you need to make a check and what it means.
  • How difficulty and situational factors change your odds.
  • What happens when two characters compete in a roll.

Core idea

A check is a die roll to see whether an action succeeds. The roll—the act of rolling dice or generating a random result—gives you a number. You add any relevant trait from your character sheet. The GM sets a difficulty, the target number your total must meet or beat.

Most games use a difficulty ladder, a simple scale that maps story context to numbers. Easy tasks might need a 10, standard tasks a 15, hard tasks a 20. Your game's rules will show you the exact numbers.

Situational help and hindrance

The fiction matters. If your character has good lighting, the right tools, or help from a friend, the GM may grant a situational bonus—a boost because the story favors the attempt. If you're rushing, injured, or working in the dark, you might face a situational penalty—a setback because the fiction makes it harder.

Some systems give you extra dice to roll and pick the best or worst result. Others add or subtract a flat number. The principle stays the same: describe the situation, then the mechanics follow.

When two characters compete

Sometimes two characters act against each other: you try to sneak past a guard, or you wrestle an opponent for a weapon. Both sides make a check. Whoever rolls higher wins. Ties usually go to the defender or trigger a consequence—what happens after an action—that moves the story sideways.

Different games call these contested checks, opposed rolls, or comparisons. The idea is identical: both roll, compare totals, resolve.

Try this (2 minutes)

Pick a simple task: "Climb a wet wall to reach a window." Decide a difficulty (say, 12). Now add a complication: "It's raining, and a guard is watching." Does that add a situational penalty? Write one consequence for success and one for failure.

Common pitfalls

  • Rolling before describing. Always say what you do and how before touching dice.
  • Ignoring the fiction. If your plan is clever or your setup strong, ask the GM if that changes the difficulty.
  • Treating every number like pass/fail. Many games allow partial success or success with cost.

Do this next: Talking in Character (or Not)