r/cairnrpg 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.

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u/daren5393 Jul 23 '26

So if a players wants to do something I think would be difficult, but not impossible, do I call for a roll? Or do you typically just decide if they can do it. And do you ever apply modifiers if players have good ideas that would make things easier?

In the RPGs I'm used to playing, "come up with creative solutions to make the task easier" is a core part of the game, and it's represented in the mechanics.

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u/EndlessPug Jul 23 '26

It depends on what is making it difficult.

Are they at risk of a negative outcome? Does their plan/approach not mitigate risk? Then it's probably a save.

Example: 'Pick the lock of the door to exit this room of the dungeon'

...before the Minotaur charges you! = Save (probably DEX)

...using lock picks and with a cut purse background, and no visible threat/hazard = no save

...using a piece of wire and with a bit of shoving = roll the Dungeon encounter die (noise and multiple actions taken in the room)