Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 5508355" data-attributes="member: 1210"><p><strong><span style="font-size: 15px"><u>SKILL CHECKS</u></span></strong></p><p></p><p>When a character attempts a non-combat action that is assured of neither success nor failure, the dm should call for a skill check. Although this system does not have skills per se, your secondary skill and possibly race or class abilities give you bonuses to certain types of checks. </p><p> </p><p>When you make a skill check, roll the dice indicated by the dm (although sometimes you get to choose the dice). If you roll your modified ability score or less, you generally succeed on the check. However, some skill checks are harder, requiring you to hit a minimum DC or obtain multiple successes to succeed. In other words, when you make a skill check, higher is better as long as you still roll equal or less than the ability you are checking against.</p><p></p><p><strong>BONUSES AND PENALTIES TO CHECKS</strong></p><p>When something gives you a bonus or a penalty to skill checks, modify the appropriate ability score by the bonus or penalty. (Example: If you get a +2 bonus to checks involving blacksmithing and you are making a Strength check to forge a sword, you treat your Strength score of 13 as a 15 for purposes of the check.)</p><p></p><p><strong>SETTING THE DICE AND DC</strong></p><p>Typically when you make a skill check, the DM decides on the dice and DC (if any). However, there are times when you (or another player) get to choose the dice, typically when you are making some sort of opposed skill check.</p><p> </p><p>A typical task that an untrained person will succeed on about half the time is usually rolled on 1d20. However, some tasks are either more or less difficult. Modifying the dice a check is made on is the equivalent of modifying the DC in 3e or 4e. Here is a list of several possible options and the implications of the difficulty of the check.</p><p></p><p><em>2d6: Only difficult for those very weak in the skill</em></p><p><em>2d8: Easy for the skilled, more or less standard for everyone else</em></p><p><em>1d20: Standard</em></p><p><em>3d6: Standard, but significantly harder or easier for the less or more skilled</em></p><p><em>2d10: Standard, but slightly harder or easier for less or more skilled</em></p><p><em>2d12: Slightly difficult for everyone, but luck plays a huge role</em></p><p><em>4d6: Hard for anyone not fairly skilled</em></p><p><em>5d6: Very difficult even for the highly skilled</em></p><p></p><p>Some skill checks have a minimum DC for success. For example, a character attempting to roll a boulder out of the way of an ogre's cave might have to succeed at a Strength check on 4d6 with a DC of 15 in order to do so. This represents the fact that a character without either the raw physical ability or some way to apply a skill simply cannot move the boulder; it is too heavy.</p><p> </p><p>Some skill checks require multiple successes. For example, a character climbing a crumbling wall might need to make three successive Strength checks on 2d12 to make it to the top (the 2d12 representing the wall's tendency to crumble away beneath the hapless character). </p><p></p><p><strong>OPPOSED CHECKS</strong></p><p>Sometimes when you make a skill challenge, you are opposing another creature's check. Attempts to be sneaky, pick pockets or intimidate people are examples of these kinds of skill challenges. In these cases, the DM decides who the active party in the opposed check is; this is the one attempting to be sneaky, pick the pocket, etc. That person gets to pick the dice that the check is made on. As usual, the 10-second rule applies, and if the active party cannot make a decision, the checks default to 1d20.</p><p> </p><p>The advantage of picking the dice is that a skilled party can choose dice that are reasonably easy for itself and fairly difficult for the opponent. A skilled thief attempting to pick someone's pocket with an overall skill of 20 can automatically succeed on a 1d20 check, but is still pretty likely to succeed a 4d6 check, while his victim may be unlikely to make that same check to spot his action.</p><p> </p><p>Once the dice are chosen, each party in the opposed check makes a skill check on those dice. If both succeed, whoever has the higher successful roll wins.</p><p></p><p><strong>SKILL CHALLENGES</strong></p><p>Skill challenges are useful as a way to mark the party's progress through an adversarial environment, a way to run social combat, etc. Any situation overcome primarily or only through a series of skill checks is a skill challenge. Single skill checks are not skill challenges. Not all skill challenges involve multiple characters. Skill challenges are not a formal framework as in 4e, but 4e-style skill challenges are good examples, conceptually, of how skill challenges can work.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5508355, member: 1210"] [B][SIZE="4"][U]SKILL CHECKS[/U][/SIZE][/B] When a character attempts a non-combat action that is assured of neither success nor failure, the dm should call for a skill check. Although this system does not have skills per se, your secondary skill and possibly race or class abilities give you bonuses to certain types of checks. When you make a skill check, roll the dice indicated by the dm (although sometimes you get to choose the dice). If you roll your modified ability score or less, you generally succeed on the check. However, some skill checks are harder, requiring you to hit a minimum DC or obtain multiple successes to succeed. In other words, when you make a skill check, higher is better as long as you still roll equal or less than the ability you are checking against. [B]BONUSES AND PENALTIES TO CHECKS[/B] When something gives you a bonus or a penalty to skill checks, modify the appropriate ability score by the bonus or penalty. (Example: If you get a +2 bonus to checks involving blacksmithing and you are making a Strength check to forge a sword, you treat your Strength score of 13 as a 15 for purposes of the check.) [B]SETTING THE DICE AND DC[/B] Typically when you make a skill check, the DM decides on the dice and DC (if any). However, there are times when you (or another player) get to choose the dice, typically when you are making some sort of opposed skill check. A typical task that an untrained person will succeed on about half the time is usually rolled on 1d20. However, some tasks are either more or less difficult. Modifying the dice a check is made on is the equivalent of modifying the DC in 3e or 4e. Here is a list of several possible options and the implications of the difficulty of the check. [I]2d6: Only difficult for those very weak in the skill 2d8: Easy for the skilled, more or less standard for everyone else 1d20: Standard 3d6: Standard, but significantly harder or easier for the less or more skilled 2d10: Standard, but slightly harder or easier for less or more skilled 2d12: Slightly difficult for everyone, but luck plays a huge role 4d6: Hard for anyone not fairly skilled 5d6: Very difficult even for the highly skilled[/I] Some skill checks have a minimum DC for success. For example, a character attempting to roll a boulder out of the way of an ogre's cave might have to succeed at a Strength check on 4d6 with a DC of 15 in order to do so. This represents the fact that a character without either the raw physical ability or some way to apply a skill simply cannot move the boulder; it is too heavy. Some skill checks require multiple successes. For example, a character climbing a crumbling wall might need to make three successive Strength checks on 2d12 to make it to the top (the 2d12 representing the wall's tendency to crumble away beneath the hapless character). [B]OPPOSED CHECKS[/B] Sometimes when you make a skill challenge, you are opposing another creature's check. Attempts to be sneaky, pick pockets or intimidate people are examples of these kinds of skill challenges. In these cases, the DM decides who the active party in the opposed check is; this is the one attempting to be sneaky, pick the pocket, etc. That person gets to pick the dice that the check is made on. As usual, the 10-second rule applies, and if the active party cannot make a decision, the checks default to 1d20. The advantage of picking the dice is that a skilled party can choose dice that are reasonably easy for itself and fairly difficult for the opponent. A skilled thief attempting to pick someone's pocket with an overall skill of 20 can automatically succeed on a 1d20 check, but is still pretty likely to succeed a 4d6 check, while his victim may be unlikely to make that same check to spot his action. Once the dice are chosen, each party in the opposed check makes a skill check on those dice. If both succeed, whoever has the higher successful roll wins. [B]SKILL CHALLENGES[/B] Skill challenges are useful as a way to mark the party's progress through an adversarial environment, a way to run social combat, etc. Any situation overcome primarily or only through a series of skill checks is a skill challenge. Single skill checks are not skill challenges. Not all skill challenges involve multiple characters. Skill challenges are not a formal framework as in 4e, but 4e-style skill challenges are good examples, conceptually, of how skill challenges can work. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing the Perfect D&D
Top