This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.
Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book's introduction:
1. The GM describes the environment.
2. The players describe what they want to do.
3. The GM narrates the results of their actions.
Typically, the GM uses a map as an outline of the adventure, tracking the characters' progress as they explore dungeon corridors or wilderness regions. The GM's notes, including a key to the map, describe what the adventurers find as they enter each new area.
Sometimes, the passage of time and the adventurers' actions determine what happens, so the GM might use a timeline or a flowchart to track their progress instead of a map.
Most of the time, players will announce their character's intent to do something to the Game Master, in an effort to seek approval. Normally, the GM will simply respond with an "OK" and an indicator regarding when the character can take the action. Sometimes, the GM will pose a question, to have the player clarify.
Most of the time, the GM is encouraged to allow the action to continue—knowing whether it will automatically succeed or fail. Sometimes, the GM will respond to the player that the action is almost guaranteed to fail. Thus, needless dice rolling is avoided and the game proceeds smoothly.
Otherwise, a number common actions have an understood procedure for rolling dice to see whether the action is successful or not. Of course, the GM can avoid the roll using automatic success or failure based on circumstances. Many times, the GM will seek a roll for success, using an assigned "difficulty" and allowing adjustments based on the individual character, equipment used, environmental circumstances, or preparatory activities. These are actions "without specific rules".
Regardless of background, all player characters have done some traveling and learned a basic set of skills. All player characters can...
Bind a wound.
Climb (unencumbered) with the aid of a rope.
Drive a cart.
Light a fire with flint and tinder.
Perform basic math (counting, arithmetic, etc.).
Perform routine, mundane, unheroic or semi-skilled tasks (prepare a camp site, prepare basic food, launder clothes, childcare, fix a shoe or boot, perform basic tailoring, perform basic home maintenance or basic gardening, use basic tools [axes, etc.], play common games, build a basic shelter, etc.).
Read and write a language they know.
Ride a horse (or camel if raised in a desert environment)—this does not include the ability to direct a trained horse in battle.
Maintain their weapons.
Swim in calm water.
The myriad of possible actions taken by the player characters or other actors in a milieu is innumerable. Likewise, the circumstances to be faced in the campaign environment are legion. To attempt to draw up rules for all specific actions or environmental obstacle would take up an entire book (several, actually).
However, for a GM in a hurry, there are several important principles required for such rulings.
Be consistent. While circumstantial modifiers may change, the basis should be understood. This helps to mitigate any assertions of bias. In essence, the GM must “pick a system” to use for different action types. The system itself is not as important as the fact that it is used consistently.
Reward a player’s effort. A big part of the “fun factor” of the game is player creativity used to overcome odds stacked against them. A good GM will understand this and take into account player actions (no matter how silly or strange) when adjudicating actions or circumstantial modifiers. Furthermore, characters that take the time (out of adventuring), expense, and effort to seek out and obtain training (to whatever level of skill), should be rewarded for this cost (and the GM will be sure to assign the cost). Where possible, avoid random rolling of dice. This is to simply say, if the character has a reasonable chance of success and circumstances are in their favor, allow the character to succeed without rolling dice. The GM will make the call based on the situation (particularly where the risk of failure has material effects).
Assign a Difficulty. This is the base chance to succeed before modifiers. This could expressed as a percentage or a chance to succeed on a d20 roll (0, 5, 10, 15, 20 or more) or it could be) an Armor Class needed “to hit” or a particular save (“normal” using Petrify or “difficult” using Breath). Untrained characters trying to accomplish a task normally requiring training (such as thieving) should have, at maximum, half of the standard chance (if indeed, any at all). A result of a "natural 20" usually means the attempt is successful regardless of modifiers.
Assign Modifiers. Adjust based upon character attributes or background. Typically totaling -4 to +4 on a 20 point scale (although circumstances may warrant a broader scale). The GM will take into account the character’s racial attributes, class features, ability scores, secondary skills, back story, and other personal circumstances (armor, encumbrance, etc.) when assigning modifiers to a chance to succeed.
Life-or-Death Attempts. It is usually good practice for attempts that fail that would result in immediate death to offer some type of saving throw to avoid the death.
Working Together. Sometimes more than one character will attempt a task or will attempt to assist another at a task. The GM may assign a circumstance bonus or add that character's chance to the overall check. Sometimes the assistance won't help (particularly at trained tasks the helpers are untrained in).