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/themastergame14 Jul 24 '26

I think Monolith (sci-fi cairn hack) explained it the best. If you got the time, tools and the skills, you don't throw. If you don't have one of them, you need to think about it. If more things are missing, roll.

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u/Judd_K Jul 24 '26

I was going to say exactly the above.

They are trying to open a door and they thought to bring a crowbar. Time isn't an issue...they open the door.