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Hello! Just a rules clarification. This is from Skill Test with Items on pg 30:

When performing certain skill tests, you may

come up with a solution that uses one or more

items in your inventory. When you do this, roll

the power dice of all items used as well as the

skill you are using with the items. If you roll a 1

for any items, they are permanently destroyed.

You only succeed at a test if your skill die result

is higher than the opposed die roll (beating or

rolling under an opposed die roll with an item’s

die roll does not count as succeeding or failing

a test).


Is the design idea that there are some actions that you cannot do without items, like scale a wall, and so, you need items to make it possible? 

(1 edit)

Hi, Bubba! The idea that you need an item to perform a particular action is left more up to the interpretation of the player. For example, if you would want to scale a wall, you could do so without any items or tools if it would make sense to you. When scaling a mountain, however, it would probably make more sense for you to use some things like a rope and hook. But, hey, maybe you envision your character as this master mountain climber that doesn't need any tools for scaling mountains. 

Since a huge part of solo roleplaying is about player imagination and interpretation, I wanted to leave this particular rule open to that idea. For me, I imagine how a player would tell a DM they want to do something. The DM would then decide if the action requires an item to perform it (for example, taking a sample of water would require a receptacle of some kind for storing it).

To sort of reward more creative thinking, there exists an optional 'Item Bonus' rule for when the player determines an object would be needed to perform an action. I pasted the rules covered in that section for you below (you can also find it on page 31 of the latest version).

As an optional rule, you may decide that using one or more items when resolving a skill test grants +1 to your roll (this rule does not apply to attacks made in combat). While this gives items an even greater utility, it also makes the game somewhat easier.

I hope that clears it up a bit, but, if not, feel free to ask further questions any time.

thanks for clearing that up! Your pdf has great examples embedded in each section, but would you ever consider doing an extended play example ?

(+1)

Sure thing! And, yes, I've considered it. I think I would make a huge example starting with character creation and including a little bit of all of the rules. One reason I held off on that is that it would need to be updated a lot each and every time I update the rules. I will add it to the to do list though.