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===Group Opposed Checks=== For cases such as area-effect attacks and spells that affect multiple targets, a special kind of check called a '''group opposed check''' is used. Its purpose is to streamline resolution of these cases by eliminating the need for linear comparison, which works fine for one-on-one contests but can be quite cumbersome when many contestants are involved. *The attacker first rolls an unopposed check against a success threshold of 4. Each defender then rolls an unopposed check with a success threshold equal to the number of successes scored by the attacker's check. The success threshold set by the attacker's number of successes can't be higher than 6; if the attacker scores more than 6 successes on his check, each success beyond the 6th instead gives a -0k1 penalty to the defenders' rolls. Unlike in a normal unopposed check, it is possible for a defender's dice in a group opposed check to be automatic successes; each kept die in a defender's pool beyond the number of dice in the attacker's kept pool counts as an automatic success for that defender, much like how unopposed dice in an opposed check are automatic successes. *Typically, a group opposed check has one or more scaling elements (usually damage or duration). In this case, each defender subtracts the number of successes they scored from the attacker's kept dice total to determine their '''degree of failure'''. Each defender then suffers effects proportional to their individual degree of failure, as described by the particular attack. **''Example #1:'' Gor Igneus the Goron pyromaster uses Din's Fire, which is an area-effect spell with a damage increment of 1 heart. He rolls 6k5 for this spell, rolling greater than or equal to 4 for three of his five kept dice (3 successes). Each creature in the area of effect then rolls their defense against a success threshold of 3, counting each kept die beyond the 5th as an automatic success. Since Gor Igneus kept 5 dice for the spell, the degree of failure for each defender is equal to 5 β the number of successes the defender scored. Each defender takes 1 heart of damage per degree of failure; for instance, a defender who had 2 dice greater than or equal to 3 would have 3 degrees of failure (5 - 2 = 3), and so would take 3 hearts of damage. **''Example #2:'' Impa the Shiekah uses an illusion spell with a duration dependent on a group opposed check to cloud the minds of her enemies and make her escape. She rolls 7k6, rolling at least 4 for four of the six dice (4 successes). Each target of the spell then makes their opposing roll against a success threshold of 4, counting each kept die beyond the 6th as an automatic success. Since Impa kept 6 dice for the spell, the degree of failure for each defender is equal to 6 β the number of successes the defender scored. The spell affects each defender for 1 round per degree of failure; for instance, a defender who had 2 dice greater than or equal to 4 would have 4 degrees of failure (6 - 2 = 4), and so would be affected for 4 rounds. *Some group opposed effects might not have scaling effects at all; in this case, defenders simply must make a certain number of successes (as defined by the effect description) in order to avoid the effect. **''Example #3:'' Saria the Kokiri musician plays the Sun Song to halt a horde of ReDeads in their tracks. She rolls 6k6 for the song's area-attack mode, rolling at least 4 for five of the six dice (5 successes). Each affected ReDead then makes their opposing roll against a success threshold of 5, counting each kept die beyond the 6th as an automatic success. The Sun Song's paralyzing effect is not scaling, so it doesn't matter how many dice Saria kept. Each ReDead that didn't make at least 3 successes is paralyzed for 2 rounds.
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