Basic Trial Resolution
By default, Trials only involve one hero, and the difficulty descriptions found below reflect this. (But also see "Trial Teamwork" below.)
To resolve a Trial:
- The GM and acting player each roll 1d6.
- The GM adds a bonus to their roll based on the difficulty of the Trial:
-3 to -4
-2 to -2
+1 to +2
+3 to +4
+5 to +6
(This table doesn't take into account PA and IA. To find the equivalent difficulty for a character with positive or negative ranks in these, add or subtract the PA and/or IA from the numbers on the table.)
- The player adds their appropriate Ability rank to their roll. (And also any PA and/or IA rank they might have.)
- If the player rolls equal to or higher than the GM, the Trial succeeds.
It might be possible to lose Focus during a Trial, but any lost Focus is always restored at the end of the Trial.
If Focus drops to 0 or lower during a Trial, the Trial is considered failed.
Failing a Trial in a standard ORBA adventure shouldn't bring the adventure to a grinding halt, but in certain (hopefully rare) instances it might. In these cases the Trial must simply be tried again until it succeeds. In all other cases the penalty for failing the Trial occurs in-game. For example, failing a Trial might cause heroes to not gain a certain useful Item, not get to fight a special battle (or have to fight one), or can even act as a Plot Fork and somehow change the course of an adventure. (Therefore the failure of one hero might affect all of them.)