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How to Adjudicate Actions in D&D 5e
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<blockquote data-quote="iserith" data-source="post: 6625477" data-attributes="member: 97077"><p><em><strong>The adventurers are forced to abandon a ship that ran aground just off the coast of a jungle-choked island. They are tossed into storm-wracked, perilous seas at night...</strong></em></p><p> </p><p><strong>DM: </strong>Chuck spots a large fin cutting through the water, heading directly for Rosemary who is some distance away from the others. What do you do?</p><p><strong>Chuck: </strong>Shark! Rosemary, swim for it!</p><p><strong>Rosemary: </strong>Gods help me! I'm barely treading water as is!</p><p><strong>DM: </strong>You can both barely hear each other over the howling winds.</p><p><strong>Lack-Toes: </strong>I'm on it! I give it my all to swim to Rosemary and defend her from the shark.</p><p> </p><p><< <strong>DM Decision Point:</strong> Here the DM must decide if Lack-Toes can make it to Rosemary before the shark gets to her, fails to make it there in time, or if the outcome is uncertain. >></p><p> </p><p><strong>DM: </strong>The speed of the shark in its natural element and the tumultuous waves make this uncertain. This is a DC 15 Strength (Athletics) check. If Lack-Toes succeeds, he'll make it there in time and the shark will break off. If Lack-Toes fails, the shark will bite Rosemary's backpack and drag her under!</p><p><strong>Lack-Toes:</strong> *rolls a 16*</p><p><strong>DM: </strong>The shark breaks the surface of the water, its tooth-filled mouth wide just as Lack-Toes gets to Rosemary - but it diverts at the last second and swims away.</p><p> </p><p><strong><em>Later, after break of day...</em></strong></p><p> </p><p><strong>DM:</strong> It was a rough night, but the storm seems to have abated and dawn sees you bobbing in the water a long distance away from the island. Waves crash against the cliffs that mark the beginning of dry land. You've all managed to find a piece of debris upon which to float, but the sea is dragging you away from the island, not toward it. What do you do?</p><p><strong>Cow:</strong> It is dry land I seek.</p><p><strong>Rosemary:</strong> I hope my spellbook isn't waterlogged...</p><p><strong>Chuck:</strong> We hold onto our bits of debris and kick our way to the island, however long it takes.</p><p> </p><p><< <strong>DM Decision Point: </strong>Here the DM must decide if the group makes it to the shore, fails to make it to the shore, or that the outcome is uncertain enough to warrant a check. This could also be considered a task that is performed repeatedly over a period of time which makes it suitable for a passive check, if the DM wishes. >></p><p> </p><p><strong>DM:</strong> It takes a while, but you all eventually make it to the cliffs. However, some of you may be strained by the effort of working against the tide. If your passive Athletics check is under 15, you're exhausted. The debris gives you advantage which is a +5 to your check in this case.</p><p><strong>Rosemary:</strong> I arrive at the cliffs, but I'm exhausted.</p><p><strong>Chuck:</strong> Same here - I'm ready to collapse between last night and this morning!</p><p><strong>Lack-Toes:</strong> I kept up even with my missing toes.</p><p><strong>Cow:</strong> The minotaur are born sea reavers - this is nothing to me!</p><p> </p><p><strong><em>But their trial is not yet over...</em></strong></p><p></p><p><strong>DM:</strong> You are bumping up against a steep cliff face where waves crash against the rock. Sheer and slippery, it's a treacherous climb to the relative safety of the mysterious island. A flock of blood-red sea gulls fly above the cliffs, crying out for a warm meal. What do you do?</p><p><strong>Cow: </strong>We must be as nimble as mountain goats and climb our way to safety!</p><p><strong>Chuck: </strong>I don't know if I can make this climb after that swim.</p><p><strong>Rosemary:</strong> Buck up, Chuck. Though I surely don't like the look of those sea gulls.</p><p><strong>Lack-Toes:</strong> Complaining does not help us get up these rocks. I take out some rope and spikes to aid in our climb. Sacred Cow and I can help Chuck and Rosemary along.</p><p> </p><p><< <strong>DM Decision Point:</strong> Again, here is the point at which the DM must decide if the climb is successful, a failure, or whether the outcome is uncertain. Because the group are all helping each other, this qualifies for a group check. >></p><p> </p><p><strong>DM: </strong>This will be a DC 10 group Athletics check. Half of you need to succeed for the whole group to succeed. If the group fails, you'll make it to the top of the cliffs, but you'll have drawn the attention of the blood gulls which will attack!</p><p><strong>Party:</strong> *rolls 5, 14, 19, 7*</p><p><strong>DM:</strong> Just enough - you make it to the top of the cliffs and find the island jungle sprawled out before you...</p><p> </p><p><strong>Pro-Tip:</strong> Should there be an ability check every time a character climbs, jumps, or swims? No. Unless there is some kind of dramatic circumstance or difficult situation that is making their attempt at climbing, jumping, or swimming have an uncertain outcome, you should just use the normal movement rules (Basic Rules, page 64). Remember, not every action the PCs take has an uncertain outcome. You have to decide which ones do and which ones do not.</p></blockquote><p></p>
[QUOTE="iserith, post: 6625477, member: 97077"] [I][B]The adventurers are forced to abandon a ship that ran aground just off the coast of a jungle-choked island. They are tossed into storm-wracked, perilous seas at night...[/B][/I] [B]DM: [/B]Chuck spots a large fin cutting through the water, heading directly for Rosemary who is some distance away from the others. What do you do? [B]Chuck: [/B]Shark! Rosemary, swim for it! [B]Rosemary: [/B]Gods help me! I'm barely treading water as is! [B]DM: [/B]You can both barely hear each other over the howling winds. [B]Lack-Toes: [/B]I'm on it! I give it my all to swim to Rosemary and defend her from the shark. << [B]DM Decision Point:[/B] Here the DM must decide if Lack-Toes can make it to Rosemary before the shark gets to her, fails to make it there in time, or if the outcome is uncertain. >> [B]DM: [/B]The speed of the shark in its natural element and the tumultuous waves make this uncertain. This is a DC 15 Strength (Athletics) check. If Lack-Toes succeeds, he'll make it there in time and the shark will break off. If Lack-Toes fails, the shark will bite Rosemary's backpack and drag her under! [B]Lack-Toes:[/B] *rolls a 16* [B]DM: [/B]The shark breaks the surface of the water, its tooth-filled mouth wide just as Lack-Toes gets to Rosemary - but it diverts at the last second and swims away. [B][I]Later, after break of day...[/I][/B] [B]DM:[/B] It was a rough night, but the storm seems to have abated and dawn sees you bobbing in the water a long distance away from the island. Waves crash against the cliffs that mark the beginning of dry land. You've all managed to find a piece of debris upon which to float, but the sea is dragging you away from the island, not toward it. What do you do? [B]Cow:[/B] It is dry land I seek. [B]Rosemary:[/B] I hope my spellbook isn't waterlogged... [B]Chuck:[/B] We hold onto our bits of debris and kick our way to the island, however long it takes. << [B]DM Decision Point: [/B]Here the DM must decide if the group makes it to the shore, fails to make it to the shore, or that the outcome is uncertain enough to warrant a check. This could also be considered a task that is performed repeatedly over a period of time which makes it suitable for a passive check, if the DM wishes. >> [B]DM:[/B] It takes a while, but you all eventually make it to the cliffs. However, some of you may be strained by the effort of working against the tide. If your passive Athletics check is under 15, you're exhausted. The debris gives you advantage which is a +5 to your check in this case. [B]Rosemary:[/B] I arrive at the cliffs, but I'm exhausted. [B]Chuck:[/B] Same here - I'm ready to collapse between last night and this morning! [B]Lack-Toes:[/B] I kept up even with my missing toes. [B]Cow:[/B] The minotaur are born sea reavers - this is nothing to me! [B][I]But their trial is not yet over...[/I][/B] [B]DM:[/B] You are bumping up against a steep cliff face where waves crash against the rock. Sheer and slippery, it's a treacherous climb to the relative safety of the mysterious island. A flock of blood-red sea gulls fly above the cliffs, crying out for a warm meal. What do you do? [B]Cow: [/B]We must be as nimble as mountain goats and climb our way to safety! [B]Chuck: [/B]I don't know if I can make this climb after that swim. [B]Rosemary:[/B] Buck up, Chuck. Though I surely don't like the look of those sea gulls. [B]Lack-Toes:[/B] Complaining does not help us get up these rocks. I take out some rope and spikes to aid in our climb. Sacred Cow and I can help Chuck and Rosemary along. << [B]DM Decision Point:[/B] Again, here is the point at which the DM must decide if the climb is successful, a failure, or whether the outcome is uncertain. Because the group are all helping each other, this qualifies for a group check. >> [B]DM: [/B]This will be a DC 10 group Athletics check. Half of you need to succeed for the whole group to succeed. If the group fails, you'll make it to the top of the cliffs, but you'll have drawn the attention of the blood gulls which will attack! [B]Party:[/B] *rolls 5, 14, 19, 7* [B]DM:[/B] Just enough - you make it to the top of the cliffs and find the island jungle sprawled out before you... [B]Pro-Tip:[/B] Should there be an ability check every time a character climbs, jumps, or swims? No. Unless there is some kind of dramatic circumstance or difficult situation that is making their attempt at climbing, jumping, or swimming have an uncertain outcome, you should just use the normal movement rules (Basic Rules, page 64). Remember, not every action the PCs take has an uncertain outcome. You have to decide which ones do and which ones do not. [/QUOTE]
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