Just a quick question. When you are rolling do you need to match or exceed the target number? If you have to exceed what happens on a tie?
For non-combat situations, the target number is for what could be considered a "qualified" success - a Diplomacy skill use where the wary Churl don't attack the party immediately, or a lockpicking attempt that gets the door open after lots of scratching and rattling. The better the result (i.e. the higher the total above the original target number) the better the degree of success. (In the above examples, the Churl recognize that the party members are not their foes and offer them information and assistance, or the lock opens silently with no trace of tampering.)
Ok so pretty much like most games, the more you beat the number the better.
The only reason I asked really was because I have been playing Savage Worlds for a while. Only recently did my friend and I realise we were doing something wrong on a certain type of roll when we played in a con game. We discovered one roll to succeed was equal or better than target number not greater than target number, so on a few occasions there would have been success when we thought there had been failure in our own game. We went back and read the text of the rules again and sure enough we had both read it wrong, so I thought as it was not explicitly stated in the Untold text would ask. Thanks for the clarification.
Ok so pretty much like most games, the more you beat the number the better.
The only reason I asked really was because I have been playing Savage Worlds for a while. Only recently did my friend and I realise we were doing something wrong on a certain type of roll when we played in a con game. We discovered one roll to succeed was equal or better than target number not greater than target number, so on a few occasions there would have been success when we thought there had been failure in our own game. We went back and read the text of the rules again and sure enough we had both read it wrong, so I thought as it was not explicitly stated in the Untold text would ask. Thanks for the clarification.
There are two types of checks in Untold: Scaling and Static. I don't have my files on this compy or I would post the section from the upcoming Primer. Someone ping me tomorrow here on this thread and I'll be sure to post it. :)
If it's in the primer I can wait :-) unless someone else needs this first.
3.5.1 Checks in Untold
Checks in RPGs, at their cores, serve one of two functions: they exist either to keep the story going (i.e. a heroine unlocks the secrets of the doomsday device in the nick of time) or provide an element of dramatic tension into the story (i.e. a hero stumbles from the ledge). In Untold, we’ve created a system for checks that works natively within this story-telling framework. Untold has only two types of checks: scaling and static.
3.5.2 Scaling Checks
Scaling checks are those types of checks that are usually needed to keep the story going. It all depends on how much knowledge or information is imparted upon the Character as to how easy or hard the story’s going to be. For instance, a Character is wounded and has heard that certain roots of certain trees in the woods can heal them. The real issue is which trees, which roots and how are they to be applied? A lesser result of the check could result in a very tough or unsuccessful time for the Character, but a greater check result could make life much easier.
All scaling checks must be based on a particular Power Card. Generally these Power Cards will be a foundational power, skill, trait, but regardless, the Power Card will provide certain bonuses to your Contest roll. If your Character does not have the Power Card needed, they can still attempt the Contest or Check roll, however, they simply have a zero (“0”) bonus to the die roll. Layering (also known as synergizing or “stacking”) various individual Power Cards simply adds additional bonuses, thereby increasing your potential total roll and is always subject to the approval by the GM. So, when you roll a Contests or a Check, it’s not about “hitting the magic number” per se, it’s about getting MORE successful result.
An easy way to think about this is real life: if you have trained yourself to be a good listener, then you can potentially walk into a room and hear things that others simply miss. Your “good listener training” is equivalent to the layering of all sorts of cool Power Cards; you’re able to combine the benefits of all of those Powers and increase your chance of getting a better result. When you try and notice something, you walk into the room and you “roll a d20”. Your roll result is “3”, however, we need to remember that you have all those cool Power cards in play, so your final result is “12”. Another person, who has not trained to be a good listener, rolls a “3” and gets a “3”; they don’t notice nearly as much as do you. Therefore, you pick up more. The reason these are called scaling checks is more about the result than the roll, however. The results of these Contests and Checks need to scale, as follows:
| Roll Result | Check Result |
|---|---|
| 1-5 | You hear noise. |
| 6-10 | You hear the noise of people laughing and talking. |
| 11-15 | Through the noise of people laughing and talking, you detect the faint tinkling of crystal. |
| 16-20 | Through the noise of people laughing and talking, you detect what seems to be the faint tinkling of crystal, but in fact is the sound of a glass cutter in use. |
| 21+ | Through the noise of people laughing and talking, you detect what seems to be the faint tinkling of crystal, but in fact is the unique sound of Dr. Dastardly’s patented vibro-glass cutter slicing through the skylight! |
And so on and so forth… As you can see, this method of crafting checks lends itself very easily to dynamic play. At high character levels, simply add additional levels of detail or broaden the bands of each Roll Result.
3.5.3 Static Checks
Static checks are those types of checks that are characterized by “hitting the magic number”. These sorts of checks are often those that have irreversible side-effects (as much as any effect can be irreversible in an RPG, at least). Checks like trying to catch hold of a ledge when falling, or trying to remember the correct wire to snip when disarming the nuclear bomb, or deducing which cup has the deadly iocane powder inside...
In the same manner as scaling checks, static checks must be based on a particular Power Card. Again, the synergistic layering of Powers is allowed, with GM approval, and the die is cast. Unlike scaling checks, however, static checks are all about “hitting the magic number” (or higher) and as such, some scale of reference is required. After all, a poison that is lethal to a normal man might be nothing more than a trifle to a thick-skinned Churl who has been reared eating asps and cacti in the radioactive wastes! As such, use the following table as a “rule of thumb” guide for determining these sorts of “magic numbers” for static checks.
| Static Check Value | Check Descriptor | Example |
|---|---|---|
| 1-5 | Near Effortless | Seeing the forest for the trees. |
| 6-10 | Easy | Hitting the broad side of a barn with a rock. |
| 10-20 | Moderate | Knocking a sword out of someone’s hand. |
| 20-30 | Tough | Grabbing a swinging line mid-fall. |
| 30-40 | Hard | Keeping your balance on a burning tight-rope. |
| 40-50 | Difficult | Stealing the detonator from Dr. Evil in broad daylight. |
| 50-60 | Complex | Remembering the critical combination while being totally consumed by acid. |
| 60-70 | Extreme | Splitting the hair on the back of a fly with an arrow from a galloping horse. |
| 70-80 | Heroic | Lopping off the head of the vicious, fast, stone-gazing monster while blind. |
| 80-90 | Near Impossible | Solving the riddle of the Sphinx while falling, on-fire, being shot at, and gnawed upon by thousands of flesh-eating beasties. |
| 90-100 | Legendary | Never paying taxes and avoiding the IRS forever. |
Please note that BOTH the UP and the Static Check Values above are completely subject to GM interpretation. You may well decide that a Static Check Value of 40 is equivalent to “Near Effortless” for your Super Hero Untold game, for instance. As such, this chart would need to scale appropriately.
Also, it’s important to note that all Untold Powers that require Static checks already have the Values listed on the cards! We do this to insure that you do not need a rulebook to play Untold! If you encounter a Power Card that’s no longer a challenge for your Characters, rest assured, there’s a more potent version of that Power Card out there!
So having just read the stuff on checks you posted a while back I have a question.
So you say that on scaling checks that power cards are required for any bonuses, so you can still boost this though cant you as it is a check?
Generally, I would say yes, but ultimately it's a GM call. For example:
Let's say your Apoc Churl, Gronk, wanted to create a hole in a reinforced metal cell door using his "Acid Blast" Power Card. The card is boostable, "For Every 1 Soul Boost add 1 to MAG". The GM would call for a check to see if the use of the power was effective, but Gronk's Player decides she really wants to get through this door and wants to boost the Power. This seems an o.k. use of Boosting, most GM's would probably allow it. Gronk's player makes the roll, adds the boosted MAG and dissolves enough of the door to slip through and escape!
However, if we had a different scenario and Gronk is held behind a reinforced metal door that is lined with tons of sensors, which are rigged to blow the explosives under the floor if anyone messes with the door. Again, Gronk wants to use "Acid Blast" to eat through the door, but this would probably NOT be an o.k. use of boosting. Boosting is an "all or nothing" kinda thing, and not generally is not given to "delicate work".
Of course, GM's are free to allow the player to boost the Power with a good story. Perhaps Gronk is a master of the fine and an excellent manipulator of caustic liquids. If this is the case, then Boosting in the last scenario might be just fine...
I was also thinking in the example above of the trained listener could the player maybe boost his listening roll with his mind boost as that is the aspect probably closest to listening? If he also has powers that would assist they could also be used?
Lord Entropy asked: I was also thinking in the example above of the trained listener could the player maybe boost his listening roll with his mind boost as that is the aspect probably closest to listening?
As the GM, you can always elect to allow someone to use their boost, except on ATK and DEF rolls (we'll you can do this, but don't blame us when your game breaks...), normally, however, I would not allow a Mind Boost unless one (or two) things happened: the Player had an excellent story for it or the Power used to make the check (i.e. "Awareness") already allowed to be boosted with Mind.
and asked: If he also has powers that would assist they could also be used?
Absolutely. Stacking Powers always works with checks, unless a Power states expressly to the contrary.
For ties I always have the PC win, if it is 2 PC then the defender wins.
Charles










If it's for contests and combat, my friends and I typically settle ties in favor of the defender.