In cases where your character is attempting to do something where the outcome is uncertain and has consequences, the GM should ask that you roll a check. Roll a standard six-sided die and add or subtract any bonuses or penalties from the result. If the sum meets or exceeds a predetermined threshold (typically 6), your character succeeds. Otherwise, your character suffers the consequences as described by the GM
If your character and another are acting in opposition to each other, you both roll a check. The higher number wins: in cases of ties, things should go in the PC’s favor, though things may be more difficult further down the line.
Advantage & Disadvantage
When your character is particularly well-suited for an action, such as by preparation, positioning, or aid from another, the GM may allow you to roll with advantage. In such cases, roll 2 six-sided dice (or roll one, twice) and take the higher result.
In situations where the opposite is true, you may be asked to roll with disadvantage, wherein you roll 2 six-sided dice and take the lower result. In any case, neither advantage nor disadvantage may affect a roll more than once (i.e., you should never roll more than two dice for a single action).
For the sake of convenience, game time is typically divided into three timescales, each for different purposes:
- Round: the timescale used in combat; about 6 seconds.
- Turn: the timescale used in micro-exploration (dungeons, cities, etc); about 10 minutes, combats are generally assumed to comprise an entire turn for recovery.
- Watch: the timescale used in macro-exploration (overworld); about 6 hours or one quarter-day.
When combat begins, the GM should choose which side goes first: the player party and their allies, or their opponents. If the correct answer is unclear, roll a six-sided die. On an odd number, the player party goes first, otherwise, their opponents do. Play then alternates between sides.
On your turn, your character may move up to 30’ (generally referred to as a move action) and perform a simple action at any point before, during, or after their movement. Actions range from speaking, attacking, or performing a special maneuver (such as tripping or disarming an opponent) to moving a second time or opening a door.
Every character has a base defense of 3, augmented by any armor defense (AD) they may have. This defense is the threshold any attacking character must meet or exceed to properly harm that character.
The aptitudes that affect an attack check vary depending on the weapon used: melee weapons gain bonuses from coordination, might, or speed; thrown weapons gain bonuses from coordination, might, or vision; and propelled weapons gain bonuses from steadiness, reaction, and vision. The check also gains a bonus from any weapon with a hit bonus (HB).
If the attacking character succeeds on their check, the target must make an injury check, and possibly a fatigue check, depending on the weapon. Injury checks have a base threshold of 2—augmented by the number of injuries the character has already sustained and the attacking weapon’s Injury Threshold Modifier (ITM)—and gain a bonus only from the Constitution aptitude. In the case of a success, the target acquires an injury. In the case of failure, the target dies.
Injuries, Fatigue & Stress
Damage in LLCF is tracked by injuries, fatigue, and stress, depending on the source of the damage. In any case, whenever a form of damage is taken, the damaged character must make a related check. If they succeed their check, they gain a point of damage; if they fail, they suffer more dire consequences. Sometimes, an action may cause a character to “risk damage,” in which a character makes the same check, but acquires damage on a failure and avoids it on a success.
The base threshold of an injury check is 2, increased by the number of injuries the character has already suffered and the damage dealer’s injury threshold modifier (ITM). Injury checks gain a bonus from Constitution only, and failure results in the immediate death of the character or a permanent injury (such as the loss of a body part) that incapacitates the character for the remainder of the combat.
The base threshold of a fatigue check is 1, increased by the amount of fatigue the character already has and the damage dealer’s fatigue threshold modifier (FTM). Fatigue checks gain a bonus from Constitution, Endurance, and Willpower, and failure results in the character losing consciousness for d6 exploration turns (in the case of a weapon attack) or risking stress (in the case of missing sleep).
The base threshold of a stress check is 1, increased by the amount of stress the character already has. Stress checks gain a bonus from Bravery, Sanity, and Willpower, and failure results in the character gaining a trauma. Traumas cause penalties in particular situations and are expanded upon in the Running the Game section.
Sustaining too much damage may net penalties for all checks unrelated to taking damage; each type of damage may only cause a total penalty of 1, but they may be combined together for a total penalty of 3. Character’s begin suffering this penalty once they have sustained at least 2 injuries, 3 fatigue, or 3 stress.
Rest & Recuperation
Characters may take a watch to rest and must do so once per day or risk fatigue. For each extra watch spent resting in a day, the character will lose 1 fatigue, and a full day of rest removes 1 injury. A character may move during a full days’ rest, but any engagement in strenuous activity, such as combat, a chase, or hiking, will forfeit the chance of healing. Stress is recovered at a rate of 1 per day without taking stress.
Micro-exploration refers to exploration done in more minute situations, such as dungeons or cities. During micro-exploration, the player party may perform one major action per turn, such as moving to a new room or district (though, at the GM’s discretion, moving between town districts may take more than one turn), engaging in a conversation or fight, or examining a suspicious section of wall.
Macro-exploration refers to exploration done in larger scale situations, such as over a vast plain. During macro-exploration time is tracked by watches. During a single watch, a player party may travel 9 miles of paved road, 6 miles of open terrain, or 3 miles of rugged terrain such as forests or mountains, including breaks. Players may choose to double this distance, risking fatigue and/or attracting unwanted attention.