quick lil post on allllllllll the modifiers that go into the "Understand Snell" check on election day!
Starting DC: 23
SNELL_NOBIGGIE: He didn't think your virginity was a big deal -> ADVANTAGE
SNELL_GELSAVE: He saved you from the Gelatenous[sic] cube. -> -4 DC
SNELL_STAYS: You stood up for him against Darrow. -> -5 DC
SNELL_DISMISSED: You dismissed him when Darrow asked you to -> +2 DC
Snell_Breather (yes it switches to lowercase for whatever reason LOL): You took a breather together. -> -4 DC
SP_GlowstoneFix: You fixed his lamp -> -2 DC
SP_relationshipTalk: You had a talk about relationships -> -3 DC
Snell_NoBreather: You chose to NOT chill with him. -> +4 DC
SNELL_POL (back to caps lock!): You found out his political opinions. -> -5 DC
SnellRevivify (aaaaaand back to lowercase): You revivified him. -> -10 DC
LibraryCardSnellWasThere: You got him out of the Living Library. -> -3 DC
TeaShop: You solved the tea shop mystery. -> -3 DC
Curiously enough, there is also a variable in here for "NoNat1" that may or may not be attached to the tea shop flag (I can't tell LOL) UPDATE: thanks to pen-try for reminding me about the existence of the feats that make it so you can't roll Nat 1s! This is likely what the variable is referring to :)
So, the best possible state for for the roll is a whopping -16 DC with advantage!
(There is also a flag in here for entering the Pillar by yourself but I can't tell from looking at this file what it does..... my guess is it might give disadvantage? I could technically boot up a save and speed through the pillar sequence to find out but that's for another day LOL)
quick addendum to this now that I've finally done the betrayal ending.........
The "Punch Snell" and "Beat Snell" serve as a harrowing parallel to the "Understand Snell" check because their modifiers provide the inverse effect........
For example, the SNELL_NOBIGGIE flag gives you advantage in the Understand Snell check, but it gives you disadvantage in the Punch/Beat Snell checks..........
However, there are a couple flags that are absent in this check:
TeaShop: You solved the tea shop mystery. -> Makes sense, since Snell technically doesn't know the answer to the mystery yet. He's too busy... well... being betrayed by you to know about that.
SnellRevivify: You revivified him. -> No point killing him just to revive him, eh?
LibraryCardSnellWasThere: You got him out of the Living Library. -> Wonder if this one being absent is an oversight, because everything else is there....
However, there are two modifiers that are entirely unique to these checks. If you successfully punch Snell in round one, you get advantage on the check to beat him in round two..... there is also unique, hidden dialogue if you happen to have the KilledBySnell flag set to 1....
But now for the real reason I decided to make an addendum post. In the second round, there is one modifier that is basically guaranteed to always add to your DC:
Why? Because it's set by the MiskaIntro flag.
Indeed, right from the very moment Ragn and Snell meet and they are assigned to work together, their friendship is written into their very Strings.
It's no wonder then, that all the Chimes are so viscerally against pursuing this particular Fray.



















