In Seekers, skill checks are performed by selecting a pool of dice with a total equal to your dice score.
For example, 1D6 and 1D8 has a combined dice score of 14 (6+8)
The result of rolling these dice determines HIT & Damage.
A dice score is determined by the following:
Approach
Skill Value (+ Stat)
Equipment Bonus
Bonus from Magic / Techniques
When you roll a dice and get the maximum possible value for that dice, you may roll an additional dice of one size lower.
If you crit on the same dice chain three times in a row, you may roll a dice of one size higher than the start of the chain.
Whenever you roll a '1' on any dice, if you had an EVEN roll value the '1' is removed from the roll.
This instantly and the dice cannot be re-rolled. If you had an ODD roll value, you may keep one '1' rolled, one time. This means, if you re-roll that '1' Using Luck and it rolls a '1' again, it is lost.
There can be a lot of variety in the situations that present themselves in a TTRPG.
In the Seeker's System all variety outside of the expected course of play in managed with the Advantage & Disadvantage System, it's very simple.
An Advantage dice is one awarded when a player is doing an action that should work out for a niche situation.Â
A Disadvantage dice is one awarded when a player is doing something that. . . may not have been a good idea.
These dice either add or subtract from that player's total roll. It's as simple as that.
XP is awarded for Skills and can be earnt in number of ways:
Failing a Skill Check
The first time you fail a Skill Check within a Scene, you get 1 XP for that Skill
Rolling a Strong Skill Check
Whenever you perform a Skill Check and the total result is more than 5 x your current Skill Level you get 1 XP for that Skill. Note, if you still fail the Skill Check, you do not get an additional XP from point 1.
Assisting a Strong Skill Check
When you Assist another player with a Skill Check and the final result is more than 5 x your current Skill Level for the Skill you used to Assist, you get 1 XP for that Skill
Awarded XP
XP may be awarded based on what happens in the story, and at the end of each session.
End of Session XP
At the end of a session, you may put 2 XP into any Skills that you want.
Stat XP works a bit differently to Skill XP. You earn Stat XP whenever you level a Skill for that Stat
Mark XP works differently again. There are two ways to earn Mark XP:
Strong Skill Check with Magic
Whenever you do a Skill Check while Casting Spells, if the result of the Skill Check is more than 5 x your Mark Modifier then you earn 1 XP for that Affinity Mark
Note: Mark Modifier is the Mark Level + Number of Marks
Temple Attunement
When you reach an Attunement Room in a Temple at a Temple Depth greater than the Mark Level of a Affinity Mark that is part of the Temple Affinity. You may select one appropriate Affinity Mark to receive XP equal to the difference between the Temple Depth and Mark Level
Assisting is useful for conserving SP and dealing damage to strong targets. It is also a good way to earn XP for weaker skills.
To assist, the Assisting player needs to make a Skill Check to assist a Skill Check another player is performing.
The Assist DC is HALF of the normal DC. If the Assisting player passes, they can award an Advantage dice to the player they are assisting.
For every HALF the normal DC the Assisting player passes, the size of the Advantage dice awarded increases by 1 Dice Size
To Combo or Co-operate on a Skill Check both players will roll for their attempt.
After both players have rolled, they may exchange dice of equal or lesser dice size with each-other.
The highest total achieved this way counts as the final result.
For XP this value was achieved by both players.
Exert is what happens when your character pushes themselves to do better at a skill.
To Exert, spend 2 SP to get +1 to the Roll Value of any Skill Check. You may spend SP up to your SPD.
Exert may be applied After dice have been rolled.