Of course, in a full-blown RPG, players need to be able to do more than just fight, so we needed a mechanism to handle characters climbing, sneaking about, pickpocketing, haggling with glum merchants, and general getting up to all the mischief players want. To this end, we introduced the Test. Whenever a player tries to do something that has a chance of failure, he tries to succeed in a Test.
The Games master assigns a Difficulty for the Test, based on how easy (or not) he thinks the task is. A Difficulty of 2 or 3 is really easy, 9 or 10 is very hard - the player simply rolls a D10 (or picks a number - yes, the number chart will be in the multiplayer gamebook as well, so you don't even need dice!), and if he scores equal or higher than the Difficulty, he succeeeds. It is as easy as that (and, in fact, is exactly the same system as the solo gamebooks uses for non-combat tasks, though they tackle it a slightly different way).
There is, however, a chance for a player to 'barter' his way into a few bonuses, however. A particularly good piece of roleplaying may get the Games Master to grant him a +1 or +2 bonus towards getting the merchant to lower his prices. More importantly, the characters various disciplines will often be written into adventures. For example, calming a manic horse frightened by Giaks may be a Difficulty 8 Test, but if someone has Animal Kinship, they will find they get an automatic bonus, making the task much easier. Bonuses based on disciplines are always worked out at half the character's rank, rounded down - everyone starts at Rank 5, so they get a +2 bonus to all areas of their own specialities. Among a whole party, most areas will be covered, giving the players a decent chance of success.