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12

Yes, Expertise affects passive Perception checks. Passive Checks (PHB 175) Here's how to determine a character's total for a passive check: 10 + all modifiers that normally apply to the check [...] For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) ...


12

To answer this question, we need to first consider how D&D handles actions. It usually goes something like this: GM describes situation. Player declares action. GM determines whether player needs to roll check. Player rolls check if necessary. GM describes outcome. The step you are having difficulty with is step 3. Ability checks ...


10

Skill checks are for when failure is interesting If you want to know whether or not you should call for a skill check, ask yourself 'If the PCs (player-characters) didn't succeed, would the consequences be interesting?' If the answer is 'No', then just have them succeed. If the answer is 'Yes', then you might want to call for a skill check. From your ...


5

It depends on how you play the rules. Here's what the official FAQ says: Q: If Footwork can be used at any time, and Parry (for the appropriate weapon) may be used when holding that weapon, doesn't that make Parry knacks not very important? Use Footwork when you have nothing else. On the other hand, if you do have Parry, you can use that instead of ...


4

The Epic Level Handbook's table that's part of the epic Bluff skill description (39) continues the table presented in the Player's Handbook Bluff skill description (67-8). That is, the creature that's attempting to use the skill's suggestion-like effect on the target makes a Bluff skill check that's opposed by the target's Sense Motive skill check. The ...


3

Social skills are tricky. I do recommend studying the PHB section on Using Ability Scores (Charisma) where it talks about social skills - that can tell you which skill is appropriate, but not whether to call for a roll in the first place. Ultimately it's a matter of taste, so you need to work with your players to develop a policy. Some GMs roll very little, ...


3

Use a skill check when: There is opposition There is a meaningful chance of success or failure Role-playing is not sufficient to the task Opposition means someone is trying to get an NPC to do something against their basic nature or against their basic interest. Trying to buy something from a merchant is not going against their basic interest. Trying ...


2

You won't be able to always use footwork. Footwork May be used at any time, unless over-ruled by another If you fell into water, try to climb, or swing on the ropes it won't be possible for you to use footwork. You would have to accordingly use swimming, climbing or swinging defense knacks. This is why all of those movement-type dependant defense ...


2

Since I don't see this type of opinion already... Simple answer: Always, assuming the situation would require a skill check. Two things are noteworthy, the first is that you have a list of known skills for your character, as well as ones you are proficient with. That being said, if the task at hand fits into one of those skills then that check should be ...


2

Yes, RAW doesn't care that you will be 'using' this bonus for longer than indicated as long as it applies to just one skill. You take +1 on your skill roll; if there are no subsequent rolls, it applies to that whole task. In game, this could be justified as the spell lasting 1 minute, but once you've decided what to apply it to, Guidance instantly provides ...


2

I was confused by this at first as well, but it sounds like you about have it. The Instill Suggestion use of Epic Bluff is an Opposed Check with the target receiving a +50 on their Sense Motive to avoid being 'bluffed'; in this case the Bluff is actually the Suggestion status. (Sense Motive) The +50 is the 'equivalent' of a low range Epic Skill DC, but for ...


2

They apply whenever you can justify them. Danger Patrol is played like a 50's style tv show, think Flash Gordon on the A Team. Accept technobabble, flimsy logic and the Rule of Cool. if you Scientist wants to use Experimental Device 1 to slow down time to get a better shot, let him! if he uses Experimental Device 1 later it doesn't even have to do the same ...


1

Use skill checks when you start thinking "Hmm" (or, "Yeah, right") D&D is a role-playing game, you want to encourage good role-playing - that's where the fun is. But a character's social skills should also be useful (if you want player ever to choose them) so use skill checks to let social skills provide the character success when the player's role-...



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