ZERO PARADES wiki

Skill Checks

Every meaningful decision in Zero Parades passes through dice. This is the math, the trade-offs, and the design philosophy underneath it.

Skills overview

How skill checks work

Skill checks in Zero Parades are 2d6 plus modifiers against a target number. The game shows you everything before you commit: the target, your modifiers, your current odds, and a plain-English descriptor for your chances ("almost trivial," "safe-ish bet," "expect despair"). (Source: Remap Radio, Eurogamer reviews.)

Modifiers come from your skill level, equipped clothing, active Thoughts (Conditioning), the situation, and Hershel's current state. A bullet in the shoulder will tank your rolls long after the fight is over. Skill points and the right outfit can lower a check that looked impossible into something workable.

The three faculties

The 15 skills divide into three faculties. Each faculty is color-coded and bound to one of the three Pressure bars. Exerting a faculty stresses its bar.

Pressures and exertion

Hershel carries three internal bars: Fatigue, Anxiety, and Delirium. Each has a soft ceiling and a hard one. When you hit a check and your odds look bad, you can exert the skill — add a third die to the pool and take the best two of three. The cost is a spike in the matching Pressure bar.

Cap any Pressure at its hard ceiling and the game forces you to remove a skill point as punishment for the overreach. This is the meaningful trade. Push too hard, lose ground permanently. (Source: Vice, Eurogamer reviews.)

Each Pressure has a consumable category that lowers it at the cost of another:

Sleeping resets all three to manageable levels, but burns in-game time.

White checks vs red checks

Active dice rolls come in two flavors:

There is also a separate class of passive checks the game makes behind the curtain without surfacing them — the narration drops in a detail because Sensors or Records quietly succeeded. You do not roll these, you just notice when they pay out.

Failure as design

Zero Parades is built around the assumption that you will fail. Remap Radio's review puts it plainly: "failure isn't a bad thing. It might not be what you wanted, but the writers of Zero Parades have ensured that failing forward is every bit as rich, well-developed, and reactive as being a high roller." Vice's review backs it up — failed rolls often lead to "branching story progression and unexpected events" rather than blocked paths.

Practical consequence: do not save-scum. The Thought Single-Write Only exists partly to discourage it — it grants +1 on all red checks but triggers a violation if you load from the pause menu. The design wants you to live with what the dice gave you.

Practical tips