Tests and Challenges

A character in Trihex moves through and affects the world with Acts, an umbrella term for what they do. The primary types of acts are:

  • Actions, which are performed during a Round, a quantity of time 2d6 seconds long.
  • Activities, which are performed over a Pass, a quantity of time 2d6 minutes long.
  • Tasks, which are performed over a Quarter, a quantity of time about 6 hours long.
  • Projects, which are performed over a Period, a quantity of time 2d6 days long.

With the exception of actions, only one act can be performed during the aforementioned quantity of time; smaller and quicker acts, however, can be performed alongside a longer act. For instance, you can generally perform only one activity during a pass, but you can take as many actions as you like during that pass.

When an act results in a challenge with notable stakes and chance of failure, a Test is required. A test consists of comparing an Active Test to a Passive Test, with the higher number succeeding (active tests break ties). An active test is found by rolling 2d6 and adding the appropriate modifiers, such as ranks in skills or penalties from wounds. Passive tests, however, are simply 6 plus those same modifiers. If a test isn't opposed by another character's statistics, it will be noted as +X, with X being the modifier added to the active or passive test.

Generally, it is assumed that players' tests will be active and the GM's tests will be passive, unless a player (the GM included) requests otherwise. This can be done for any test, but note that passive tests cannot generate XP (see Progression).