Opposed Skill Checks
In brief:
- It is possible to take 10 on any defensive skill check (i.e. in Melee Weapons vs Parry, Parry is "defensive"). Common examples include Parry, Dodge, Block, Fortitude, and Willpower.
- It is recommended that enemy minions always take 10 on these checks.
- A roll of natural 20 is considered an automatic success on an opposed skill check.
- A roll of natural 1 is considered an automatic failure.
- In cases of a tie (i.e. both sides rolled a natural 20), the defender wins.
- "Automatic success" and "automatic failure" do not confer abilities that did not exist. Specifically:
- An automatic success is invalid if the roller could not have achieved the necessary DC even on a "natural" 30.
- An automatic failure is not a failure if the roller would not have failed even on a "natural" -10.