The game proceeds like this - the referee describes a situation that the characters can interact with. The players discuss how their characters respond to or interact with the situation. Once one or more players have decided on a course of action, one or more players make a statement describing what their characters try. When the referee believes that a certain task performed by a player character could result in failure to perform that task, the referee may choose to ask the player to roll the d20. If the result is equal to or above a target number, the character succeeds in performing the task. If the result is below the target number, the referee determines the outcome, for better or for worse.
The referee will not ask for Checks for trivial tasks a character may complete throughout an adventuring career, like opening an unlocked door or remembering to tie their shoes. Checks are only to be made in situations where the game calls for them or in uncertain situations where the stakes are raised and the outcome changes the course of the story.
Checks rolled during combat are either called Attack rolls or Defense rolls. The character's Proportion bonus is added to both of these rolls.
Checks rolled to cast Spells are called Cast rolls. Either a character's Sublime or Pathos Bonus may be added to a Cast roll.
Adventuring is hazardous! Poison gas, dragon breath, paralysis, and many more situations can result in an adventurer’s quick and painful end. The referee may ask you to make a saving throw to escape such a hazard. Roll a d20 - if the dice show a number equal to or higher than 13, then your character has escaped the hazard. If not, the fate of this character is in the referee’s hands.