Basic Mechanics

This page covers the Basic Mechanics. AdVarTa's mechanics are divided into Basic and Advanced Mechanics and Skill Checks.

If you are looking for the Advanced Mechanics, look here.

Instead, if you are looking for the Skill Mechanics, look here.

Introduction
The base of AdVarTa relies on intuitive interactions that may be spontaneous or products of skill checks. A Game Master is responsible for hosting, plotting the campaign and everyone is responsible for enforcing the rules and friendliness during play.

The Setting
AdVarTa supports various settings. By default, it has a spellcasting system (detailed in the Advanced Mechanics section), but almost everything may be changed as long as you also change the Skills accordingly.

Some critical attributes must be maintained, however, as is the case of Sequence and Initiative.

Interactions
Actors may interact with objects or other characters. Usually, this does not require any kind of dice roll and the reaction or outcome relies mostly on the Game Master's judgement. It is advised that the GM be reasonable and logical, as his autonomy in such cases is nearly absolute and this is ratified by the rules. If a player is dissatisfied with the GM's conclusion, the latter should convince him of his judgement or be convinced to change it.

The second rule of interactions evokes the principle of intuitiveness. This translates as the need for every part to consent about an action. Unless both parts agree with the outcome in question, it may not proceed as such.

The only concern that may arise is when there's a valid reason behind this disagreement. Imagine two cases, for example: In both cases, both GM and player get to conflict about the continuity, but while case 1 can be solved easily (and should be) by complying to the player's request, case 2 is a bit complicated since the player could not even be told about this unexpected outcome. Because of it, the GM may have to hold the line and ask the player to accept it. This harsh situation can lead to metagaming concerns or, even worse, to discussions which can compromise the game.
 * 1) The GM directs the player to make a Perform check to mimic someone's walking, but entitles the addition of the Player Character's Charisma while the player himself insists on using his Dexterity.
 * 2) A player asks why the action his character took had some unexpected outcome, but explaining it entirely would compromise the campaign (like uncovering some mystery or skipping a needed investigation), so the GM refuses the player's request.

Challenges
Sometimes, an actor may attempt something not as simple as mentioned before. When such a thing occurs and includes a risk of failure, the trigger is linked to a challenge.

Challenges usually require skill checks, dice rolls or puzzle solving, depending on GM's planning. If something fits the skill description, yet requires specific management or risks, then a challenge may be most adequate to deal with the situation.

Dice Rolls
A great difference from AdVarTa to most other systems is the way you use a dice roll: it is subtracted instead of added to the "base value" of tests.