Checks
Edda uses a TTRPG staple to determine the results of uncertain actions. When the outcome of your action is uncertain, you roll a d20 and add a stat to overcome a difficulty value. This is called a check. In Edda, checks have one addition. In a moment of need, if a check fails, you can spend XP to increase the stat and also turn the check into a success. Fate steps in on your behalf.
The storyteller decides when it is time for you to make a check. When an action is easy, a little difficult, or nothing is at stake, there is no need for a check, especially if the heroes are not stressed and have plenty of time. When the storyteller determines it is time for a check, they also decide the difficulty and which stat you should use. Here is an example for storytellers, with a hero trying to jump over a chasm.
Hard – Difficulty 16
The chasm is wide enough that the jump requires speed and good timing. There is room to land on the other side, but a bad jump can still end badly.
If the check fails, the character can have a rough landing and take damage. You could also have them lose a piece of equipment.
Very Hard – Difficulty 20
The chasm is very wide, and there is little room to land safely. It requires a good run, strong legs, and composure under pressure to get over.
If the check fails, the character can take serious damage. You can have them grab the edge at the last moment: they need help, lose a vital piece of equipment, or use one of their actions to stand up if they are in combat.
Extremely Hard – Difficulty 25
The chasm is deep, and a fall could mean death. The distance is long, and the ledge on the other side is very narrow, requiring balance and a good grip to get a foothold.
If the check fails, the character falls or barely manages to get a grip. To get onto the ledge safely, they must give up all of their inventory.