# Resolution By now the player has declared their {{Strategy}} and the GM the [Pain Pool](challenge.md#difficulty) or static difficulty as well as the [Effectiveness](challenge.md#effect) and [Risk](challenge.md#risk), so it's time to roll some dice. This is a standard Attribute Roll which means the character will roll dice with the level of advantage on each attribute appropriate to the chosen [Boon](../hero_creation/boons/boons.md) to use for that attribute and sum the total. > A Hero trying to sneak into a castle with a {{Strategy}} of tier 1 *Broken Window* for Power, Tier 2 *Light Step* for Precision and Tier 3 *Secret Castle Tunnels* for Possibility who has D12 for Power, D10 for Precision and D8 for Possibility will roll 2D12, 3D10 and 4D8 and sum the highest die of each type. > > So if they rolled 8 and 4 on the D12s they would keep the 8. If they rolled 2, 9 and 5 on the D10s, they'd keep the 9. If they rolled 3, 7, 1 and 4 on the D8's they'd keep the 7. Adding those together their die roll would be 24. The GM would roll a number of D10s equal to the Pain Pool and sum the highest three. > The Castle has significant security with guard patrols and magical alarms, so the GM is rolling five dice in the Pain Pool. They roll 4, 10, 8, 7 and 2. After summing 10, 8 and 7 the Pain Pool totals 25, exceeding the Hero's roll by 1. > > Assuming the Castle and the Hero are considered to be of *Similar Power* for the purpose of sneaking, the Hero does not accomplish their Intent and takes one Consequence. ```{admonition} Dominant Narration Theme Take a note of which pool (including Pain Pool) rolled the highest number, this should be used to inform the [narration](narration.md). For example if Power rolled 4, Precision rolled 10, Possibility rolled 7 and the highest Pain die rolled 8, the Narration will likely be about precision of action, rather than one of the other three. ``` ## Criticals By default, if the Hero exceeds the Pain Pool by {{critical_threshold}} or more they achieve a Critical Success. Likewise, if the Hero rolls {{critical_threshold}} below the Pain Pool they Critically failed. The ramifications of criticals vary by effectiveness and are outlined in the [Effect table](challenge.md#effect). Criticals are a lot more common with amateurs flailing around than two masters dueling. The group can increase or decrease the margin of success needed for a critical if the desire is to have more or fewer criticals in the game. ## Effect Levels Most Challenges only require a single Effect Level to overcome them, and so effect levels are of little consequence, however some Challenges are attached to [Progress Clocks](../tools/progress.md), and require a certain number of Effect Levels to overcome them. Each Effect Level fills one wedge of the Progress Clock and once the Progress Clock is full the Challenge is overcome. ```{toctree} :maxdepth: 3 :hidden: :caption: Contents: consequences.md ```