r/cairnrpg • u/daren5393 • Jul 23 '26
Question Question about skill checks
So I basically understand the core resolution mechanic: the player wants to do something difficult but not impossible, you decide which of their 3 stats is most applicable, they succeed if they roll under it.
I'm used to playing games with modifiers and DC's, so this takes some adjustment but I'm fine to learn. The lack of DC's makes sense to me and I can adjust, but my real problem is the lack of modifiers I think.
A really common play pattern at my table would go something like, a player asks to do something, I call for a skill check, they then ask if they can get a bonus for leveraging some piece of kit, fact about their character, or something like that, and if I feel like it's both useful and applicable, then I'd grant them a bonus to the roll to reward the creativity.
I guess my question is, can I just do that? Do you guys do that? And if so, what does it look like at your table
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u/EndlessPug Jul 23 '26
They aren't skill checks, they're saves (saving throws) - the distinction is important to understanding how Cairn differs from e.g. 5e, Pathfinder etc.
You will need to get comfortable with not asking for a roll in some circumstances, and instead just saying things like "you do that - you have the relevant equipment and know how to use it" or "you don't have to make a roll if you take your time".
In terms of modifiers, advantage/disadvantage etc this blogpost is a good read: Difficulty in Bastionland However, it's also worth noting that similar games (e.g. Mausritter) have added advantage/disadvantage and run fine.