--- _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}