In this chapter we will talk about tests. What happens if the halfling (that creature from The Lord of the Rings that we have to change the name here due to copyright, haha) decides to jump a 5-meter hole in the dungeon or the barbarian tries to solve a 1,000-year-old riddle? Here's another table to check, a normal man without expertise in something makes tests by rolling a D6 against the difficulty level. So, if you want to climb a mountain without any equipment and have no skill in it, I'm sorry, but you will find out that it's not just the gods who kill, lol!
**Difficulty Table:**
- Routine, I do this with one hand behind my back = D4
- Normal = D6
- Difficult = D8
- Very difficult = D10
- BADASS = D12
- Screwed = D20
**Skills Table (how good you are at something):**
- D4 = Remember when you were the last one to be chosen to play ball? So...
- D6 = Normal
- D8 = You're good!!!
- D10 = Experienced
- D12 = An example when it comes to doing that
- D20 = Chuck Norris level!!! You're simply the most badass at that!
**Damage from Spells and Elements**
Optional rule for hardcore games: They can cause damage directly to hit points without the target being able to make a defense test.
- D4 = Acid (the target can choose to block the damage with items, making a normal defense roll; however, they will lose the item that was hit, whether it be a weapon or armor);
- D6 = Ice (causes slowness or paralysis depending on the intensity of the cold);
- D8 = Electricity (bonus x2 Vs weapons/armor made of conductive metals);
- D10 = Fire!!!
- D12 = I separated this for special damages (Sonic, Light, Darkness, etc.)
Another optional rule: The character can choose to dodge magical damage to avoid taking the full damage, receiving only half. For this, they must make a dodge roll (based on the character's skill, starting initially with D6, monks with D8) against the value of the damage inflicted by the attacking source. If the character succeeds, the value they rolled on the die will be their movement in the direction where the magic has no reach (imagine that the guy did a backflip, jumped in a roll, I don't know...) and loses the next turn where they could attack or do anything else. If the guy fails, he takes the full damage...
Optional Combat Rule: It's in the wrong chapter, but here it goes! Taking advantage of the fact that I'm excited about optional rules anyway... Critical error: In normal combat, rolling a 1 on the attack is always a mistake. But in this case, optionally the game master can demand a defense test to check for a critical error. If the defense gets the maximum value, it means that the attacker slipped and fell, let the weapon fly out of their hand, pulled a muscle, etc.