Skill Check
A dice-plus-modifier resolution borrowed from tabletop play to decide whether an attempted action succeeds.
Skill check describes resolving an uncertain action by rolling a die against a target number modified by a character's relevant stat — the core resolution mechanic of tabletop role-playing, imported into digital games that want the same odds-of-success texture without a table or a rulebook in view. A Computer Role-Playing Game typically hides the die behind a probability bar or a pass/fail prompt, and the arithmetic underneath varies more than the tabletop shorthand suggests: Fallout rolled percentile, and Disco Elysium rolls 2d6 plus skill against a difficulty number — a bell curve rather than the d20's flat spread, with snake eyes always failing and double sixes always succeeding.
The meaningful design split is between a check that gates content and one that redirects it. A gating check offers one route through a scene and ends the attempt on failure — nothing to show for the roll. A redirecting check, the model Disco Elysium built its dialogue system around, treats failure as a different scene rather than a dead end: the character says the wrong thing, and the wrong thing has its own consequences. Disco Elysium also codified a published taxonomy of retryable versus permanent checks — white checks can be attempted again once a stat rises, red checks fire once, are logged as failed forever, and cannot be revisited.
Whether the probability is shown changes the relationship to failure more than the number does. A hidden roll reads as narrative — the character simply failed. A visible 34% reads as a bet the player chose to make, closer to how Seeded Randomness is experienced once a seed can be studied under Determinism rather than merely suffered, and it anchors expectations the way any displayed figure does — the Anchoring Effect of a probability nobody asked to see. Visibility carries a cost: a shown percentage invites optimizing toward the number rather than the scene, the Goodhart's Law risk that Disco Elysium's permanent red checks foreclose by making the roll, once made, unreloadable. The retryable/permanent split has since surfaced in Visual Novel branching and in Roguelike runs, where a failed check is simply the run's outcome.
See also5
Disco Elysium
ZA/UM's 2019 role-playing game that resolves its story through dice-rolled internal debate instead of combat.
Play & Games9 connections
Seeded Randomness
Pseudorandom generation from an explicit seed, so any output is reproducible.
Graphics & Rendering23 connections
Computer Role-Playing Game
the isometric, party-based tradition whose hardest unsolved problem is the cost of reactive dialogue.
Play & Games9 connections
Goodhart's Law
When a measure becomes a target, it stops being a good measure.
Method42 connections
Roguelike
A genre defined by procedurally generated runs and permanent death, and the design pressures those create.
Play & Games28 connections
Linked from6
- Branching NarrativePlay & Games
An authored tree of choices and consequences where every path was individually written, as opposed to generated at runtime.
- Computer Role-Playing GamePlay & Games
the isometric, party-based tradition whose hardest unsolved problem is the cost of reactive dialogue.
- Difficulty CurvePlay & Games
The designed trajectory of challenge across a game's length, and the argument that a smooth "curve" rarely describes good pacing at all.
- Disco ElysiumPlay & Games
ZA/UM's 2019 role-playing game that resolves its story through dice-rolled internal debate instead of combat.
- Quick Time EventPlay & Games
A context-sensitive prompt during a scripted sequence that trades a game's normal moveset for one correctly-timed input.
- Rhythm GamePlay & Games
a genre that judges player input against a musical beat, where calibration is a fairness problem, not a preference.