I think I’ve come up with a clearer explanation:
If a character is alert (knows the danger,) the character avoids it unless the player rolls 5+ on 1d6.Example: Arrow trap. If the character can see a hole and the player says, “I think something’s going to shoot out of that hole. I’m being on my guard,” then there’s only a 5+ on 1d6 chance that the arrow hits the character.
If a character is unaware, the character can still escape danger if the player rolls 5+ on 1d6.
If the character is stumbling around in darkness and has no idea there’s a hole in the wall, when the trap is triggered, there’s a 5+ on 1d6 chance that the character dodges the arrow.
Ability scores affect whether there is a roll or not, of course. My current thinking is this:
Score | Unaware | Alert |
---|---|---|
Worst | Fail | 5+ or Fail |
Standard | 5+ or Fail | Fail on 5+ |
Best | Fail on 5+ | Succeed |
Some situations can adjust how either “Worst” or “Best” are interpreted. I would just write “Easy (15+)” to lower the minimum score needed for the Best result, or “Hard (6)” to raise the maximum score that counts as the Worst result. You could note which ability score is being checked, but I would just go with whatever seems right for the situation, because sometimes a player may have a good argument why they should be allowed to use other abilities.
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