Campaign Setting Index => Gameplay Index => Key Concepts
Basic Work
Basic Work is a way of handling certain tasks in the game. In many rule systems, a single check is made, sometimes over and over, for tasks done under pressure that take multiple rounds. For example, forcing open a rusty trap door so the party can escape below deck or picking a lock during combat as bandits close in around you. These situations are handled here by Basic Work. Each of these tasks essentially has HP. A way to describe the rusty trapdoor from above is that it will take 2 Hearts of work to open. Every turn, a character rolls a d20 (adding the relevant element modifier) and if they pass the check, they roll a d4 and do that much "damage" to the task. A character helping them gives ADV to the roll. Once the task is out of "HP" it is complete. In this case, the trapdoor is open and the party can head down. Some skills even change the die one can use for Basic Work, allowing the tasks to be completed faster.
A natural 20 on a Basic Work roll doubles the number of dice rolled with a minimum of the max of a normal roll. For intance, a character who would normally roll a d4 for Basic Work rolls 2d4 and if the result is higher than 4, takes that result. If the result is lower than 4, the result is considered to be 4.
GM Note: Basic Work can often be overlooked by players. It isn't sexy and seems to be a niche ability, but depending on how sessions are designed it can end up making all the difference. One rule that can be used is to make a check Easy or Hard depending on the task. I recommend that in most circumstances d20 rolls for Basic Work after the first one become Easy rolls. A character has begun a task and it is reasonable to assume they warm to it as they go along. This gives a benefit to sticking with something over multiple turns and is a separate benefit from the ADV gained by having another character helping.