--- _tmp/ccsrd.md	2025-07-21 17:08:19.495832614 -0500
+++ _tmp/ccsrd.new.md	2025-07-21 17:08:54.988056328 -0500
@@ -75864,45 +75864,6 @@
 
 ------------------------------------------------------------------------------------------------------------------------
 
-##### Calling for Rolls [#](#calling-for-rolls){.og-h-anchor aria-hidden="true"} {#calling-for-rolls .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-When it comes to [rolling the die](#rules-rolling-the-die), players will learn the game faster if the GM calls for rolls
-using a consistent approach. Remind players that any [action](#rules-actions) PC's take is [resolved the same
-way](#this-is-how-you-play-the-cypher-system). Here are a few steps you can take to smooth out calling for rolls and
-resolving them with players:
-
--   **Tie the Action to a Stat:** [determine which stat](#tying-actions-to-stats) is being tested: [Might](#might),
-    [Speed](#speed), or [Intellect](#intellect). If you're not sure which to use, ask the player *how* their PC is
-    doing what they are doing.
-
--   **Set the Difficulty:** Select a [task difficulty](#running-task-difficulty)---usually between 0--10, and decide if
-    any modifications are required---these might come from a creature's listed modifications, or external circumstances
-    that might ease or hinder the task by one or more step (for example, a strong wind interfering with---or aiding---a
-    PC's jump across a wide chasm).
-
--   **Inform the Player:** Tell the player which stat the task will test, and the difficulty---but don't mention the
-    target number yet. For clarity's sake, the less conversion between those two different number sets, the better. You
-    can withhold or be vague about difficulty if you like, but new players tend to benefit from
-    knowing the difficulty until they get the hang of things.
-
--   **Modify the Difficulty:** Guide the player through [modifying the difficulty](#modifying-the-difficulty) using
-    their [skills](#modifying-the-difficulty-skills), [assets](#modifying-the-difficulty-assets), and
-    [Effort](#modifying-the-difficulty-effort). It's good to set a few low difficulties players can modify all the way
-    to 0, becoming a [routine action](#routine-actions), and succeed without a roll. If you are setting an impossible
-    difficulty---7 or higher---inform the player that the task can't succeed unless they modify the difficulty in their
-    favor. You might need to remind them about applicable skills, any assets they possess, and to use Effort at first.
-    If another player wants to use their action to [help](#cooperative-actions), that's a good thing!
-
--   **Announce the Target Number:** Multiply the final difficulty by 3, inform the player of the target number, and
-    prompt them to roll the die.
-
--   **Resolve the Action:** Narrate the results of the roll. If the PC used a [special ability](#choose-abilities) or
-    [Effort](#effort), total all [Pool](#pool) point costs, then subtract their [Edge](#edge) in the task stat from the
-    total. Some players will use Effort on every roll at first. If players mention their [Pool](#pool) points are
-    running low, remind them that their first [recovery roll](#recovery-rolls) takes only one action to use.
-
 ##### Keeping Track of Numbers [#](#keeping-track-of-numbers){.og-h-anchor aria-hidden="true"} {#keeping-track-of-numbers .og-h-small}
 
 [(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
@@ -77208,7 +77169,6 @@
 
 ##### Running the Game [#](#choose-edrule-running-the-game){.og-h-anchor aria-hidden="true"} {#choose-edrule-running-the-game .og-h-small}
 
--   [Calling for Rolls](#calling-for-rolls) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Encouraging Players to Spend XP](#encouraging-players-to-spend-xp) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Encouraging Players to Use Cyphers](#encouraging-players-to-use-cyphers) [(OG-CSRD)]{.og-ref .og-ref-og}
 -   [Externalizing GM Intrusion Through Player Rolls](#externalizing-gm-intrusion) [(OG-CSRD)]{.og-ref .og-ref-og}
