<!-- Exodus NDS Core Rules. Source: https://oldwest.exodusnds.com/core-rules/resolving-checks -->

<div class="chapter-head"><div class="chapter-num">Chapter Five</div><div class="chapter-sub">Resolving Checks</div></div>

# Resolving Checks

### Assigning Difficulty

Before rolling, the GM sets the **difficulty** of the check by adding negative dice to the pool. Most difficulty is expressed in **Trial Dice** <span class="dice trial d8"></span>. For especially dangerous or volatile situations, one or more Trial Dice may be **upgraded** to Crisis Dice <span class="dice crisis d12"></span>, replacing a Trial Die with a Crisis Die.

| Difficulty | Trial Dice | Description |
|:-----------|:-----------|:------------|
| Simple | — | No check required; success is automatic |
| Easy | <span class="dice trial d8"></span> | Routine tasks with minimal risk |
| Average | <span class="dice trial d8"></span><span class="dice trial d8"></span> | Standard challenges under pressure |
| Hard | <span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span> | Demanding tasks requiring real skill |
| Severe | <span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span> | Expert-level challenges |
| Extreme | <span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span><span class="dice trial d8"></span> | Near-impossible feats |

### Reading the Results

After rolling, resolve the pool in this order:

**Step 1 — Account for Breakthroughs and Calamities.** For each <span class="diceicons breakthrough"></span> add a <span class="diceicons success"></span> to the results pool. For each <span class="diceicons calamity"></span> add a <span class="diceicons failure"></span>  to the results pool.  Remove any <span class="diceicons breakthrough"></span> and <span class="diceicons calamity"></span> from the pool before cancellation. They are resolved in Step 5. Their special effects are never cancelled by any symbol.

**Step 2 — Cancel opposing symbols.** Each <span class="diceicons success"></span> cancels one <span class="diceicons failure"></span> and vice versa. Each <span class="diceicons boon"></span> cancels one <span class="diceicons bane"></span> and vice versa.

**Step 3 — Determine Success or Failure.** If at least one <span class="diceicons success"></span> remains after cancellation, the check **succeeds**. If no <span class="diceicons success"></span> remains, the check **fails**.

**Step 4 — Count net Boons or Banes.** Remaining <span class="diceicons boon"></span> symbols are **Boons**; remaining <span class="diceicons bane"></span> symbols are **Banes**. These represent secondary effects layered onto the primary result.

**Step 5 — Apply Breakthroughs and Calamities.** Breakthroughs and Calamities trigger their effects regardless of whether the check ultimately succeeds or fails. A Breakthrough on a failed check still produces its special effect. A Calamity on a successful check likewise triggers its effect. These effects are defined by the situation, the GM, or the Universe rules.

<div class="note">

##### Reading Results Quickly
> - Success? Look for net <span class="diceicons success"></span>. 
> - Secondary texture? Look for net <span class="diceicons boon"></span> or <span class="diceicons bane"></span>. 
> - Exceptional moment? Look for <span class="diceicons breakthrough"></span> or <span class="diceicons calamity"></span>. 
That's the whole read.

</div>

### Interpreting Boons and Banes

While Universes define specific uses, the following guidelines provide a baseline for interpreting results:

- **1 Boon** — Minor benefit (recover Strain, small positional advantage, +1 to next related check)
- **2 Boons** — Noticeable benefit (assist an ally, gain useful information, reduce time required)
- **3+ Boons** — Significant advantage (alter the scene, bypass a complication, create a lasting benefit)

- **1 Bane** — Minor setback (lose position, suffer Strain, small delay)
- **2 Banes** — Complication (lose resources, expose vulnerability, grant enemy advantage)
- **3+ Banes** — Major complication (introduce new threat, escalate danger, worsen conditions)

These are guidelines, not restrictions. The GM should always interpret results in context.

If no clear narrative use for a Boon is available, spend 1 Boon with no stronger use to recover 1 Strain. This serves as a mechanical floor; Boons should never be wasted.

<div class="note">

##### Ties Fail
A check with no net Successes is a failure, even if no Failures were rolled.

</div>

### Example Check

A character attempts to climb a crumbling wall under pressure.

Dice pool:
- 2 Mastery Dice, 1 Ability Die
- 2 Trial Dice
- 1 Bane Die (poor conditions)

Roll results:
- <span class="diceicons success"></span> <span class="diceicons success"></span> <span class="diceicons boon"></span> from positive dice
- <span class="diceicons failure"></span> <span class="diceicons bane"></span> from negative dice

Step 1 — No Breakthroughs or Calamities rolled.

Step 2 — Cancel: 2 Successes cancel 1 Failure → 1 Success remains. 1 Boon cancels 1 Bane → none remain.

Step 3 — 1 net Success → the climb **succeeds**.

Step 4 — No remaining Boons or Banes.

The character successfully climbs the wall without additional benefit or complication.

### Breakthrough and Calamity Examples

The following examples clarify how Breakthroughs <span class="diceicons breakthrough"></span> and Calamities <span class="diceicons calamity"></span> interact with Successes <span class="diceicons success"></span> and Failures <span class="diceicons failure"></span>.

##### Example 1 — Breakthrough and Failure

Roll:
<span class="diceicons breakthrough"></span> <span class="diceicons failure"></span>

Step 1 — Handle Breakthrough: 
  Add <span class="diceicons success"></span> to the result pool. Remove the <span class="diceicons breakthrough"></span>

Step 2 — Cancel:
The <span class="diceicons failure"></span> and <span class="diceicons success"></span> are removed.

Step 3 — Pending Effects *(set aside in Step 1)*:
<span class="diceicons breakthrough"></span>

Final result:
**Failure** 

**The Breakthrough’s special effect still triggers**, even though the check fails.

##### Example 2 — Breakthrough and Multiple Failures

Roll:
<span class="diceicons breakthrough"></span> <span class="diceicons failure"></span> <span class="diceicons failure"></span>

Step 1 — Handle Breakthrough:
Add <span class="diceicons success"></span> to the result pool. Remove the <span class="diceicons breakthrough"></span>

Step 2 — Cancel:
The <span class="diceicons failure"></span> and <span class="diceicons success"></span> are removed.

Step 3 — Pending Effects *(set aside in Step 1)* + remaining symbols:
<span class="diceicons breakthrough"></span> + <span class="diceicons failure"></span>

Final result:
**Failure**

**The Breakthrough effect still triggers**, even though the check fails.

##### Example 3 — Breakthrough and Calamity

Roll:
<span class="diceicons breakthrough"></span> <span class="diceicons calamity"></span>

Step 1 — Handle both:
Add <span class="diceicons success"></span> <span class="diceicons failure"></span> to the result pool.

Step 2 — Cancel:
The <span class="diceicons failure"></span> and <span class="diceicons success"></span> are removed.

Step 3 — Pending Effects *(set aside in Step 1)*:
<span class="diceicons breakthrough"></span> <span class="diceicons calamity"></span>

Final result:
**Failure** 

Both exceptional effects trigger:
- The Breakthrough produces a significant positive effect
- The Calamity produces a significant negative effect

This represents a dramatic mixed outcome: something goes very right and very wrong at the same time.

##### Example 4 — Calamity and Success

Roll:
<span class="diceicons success"></span> <span class="diceicons success"></span> <span class="diceicons calamity"></span>

Step 1 — Handle Calamity:
Add <span class="diceicons failure"></span> to the result pool. Remove the <span class="diceicons calamity"></span>

Step 2 — Cancel:
One <span class="diceicons success"></span> and one <span class="diceicons failure"></span> are removed.

Final result:
**Success**

The action succeeds, but **the Calamity effect still triggers**.

### Key Principles

- A Breakthrough always contributes **one Success** that may be cancelled, plus a Breakthrough effect **that cannot be cancelled**
- A Calamity always contributes **one Failure** that may be cancelled, plus a Calamity effect **that cannot be cancelled**
- Their special effects **always trigger**, regardless of success or failure
- If Successes and Failures are equal after all effects are applied, the check **fails**

### Interpreting Results Consistently

Exodus NDS is designed to produce layered outcomes. The GM should always resolve results in the following order of importance:

1. **Did the action succeed or fail?**
2. **What secondary effects occurred? (Boons/Banes)**
3. **Did anything exceptional happen? (Breakthrough/Calamity)**

Each layer should meaningfully affect the outcome. Avoid ignoring any part of the result.
