When an adventurer performs a lockpick check with multiple attempts, how must key digits be matched and how does gaining light fatigue allow adjustment of dice results?
inferred
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Official Answer
Key Digit Matching in Lockpick Checks
- If the difficulty code for a lockpick check includes a key digit (a digit with a spiked border), that digit must be matched first before the adventurer can attempt to match any other digits.
- On your first roll, you must keep a die matching the key digit (if rolled) before keeping any other dice.
- After keeping a die that matches the key digit, you may then keep other matching dice from the same roll.
- Once the key digit has been matched and kept, you may roll that die again in subsequent attempts as normal.
(Source: page 69)
Adjusting Dice Results with Light Fatigue
- After rolling, you may gain light fatigue to adjust your dice results.
- For each light fatigue gained, you may change one die result by 1 (increase or decrease by 1).
- You cannot rotate a 6 to a 1 or a 1 to a 6.
- This adjustment can be used to help match the required digits, including the key digit.
(Source: page 69)
Summary
- Key digits must be matched and kept first before any other digits in a lockpick check.
- Light fatigue allows you to adjust dice results by 1 per fatigue gained, helping you match the required digits.
References: page 69 (lockpick sequence, key digit rules, light fatigue adjustment)
Source: Core Rulebook (pp. 61, 68, 69, 70)