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29

The DMG, at "Multiple Ability Checks," is your friend. Read p.237. Some highlights include: No number of attempts make an impossible task possible Failed attempts may make possible tasks impossible (like the hairpin breaking off in the lock!) If repeated attempts are all it takes, dispatch with ability checks and figure out the time success should take


20

As general advice, you should only have the players roll if there are consequences for failure. The question you should ask is what happens if the rogue fails? Perhaps the tool breaks, or they jam the lock. Or perhaps they only have 5 minutes to catch a shift change, and a failure means it takes too long. In general, a player should never roll twice for the ...


13

The Monster Manual explains the Skills entry in a monster's statblock on page 8. The section begins with the following sentence: The Skills entry is reserved for monsters that are proficient in one or more skills. So if a monster is proficient in a skill, that is reflected in its Skills entry. If a skill isn't listed in the Skills entry, the monster ...


4

Most will likely find that part of the special ability quick change frustrating if played as written The bard archetype street performer at level 5 gains the extraordinary ability quick change, which says that the bard can don a disguise as a standard action by taking a −5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff ...


1

One thing I have done with some success is to adjust the DC of a repeated check based on the results of previous attempts -- basically, a progressive skill check, where your rogue figures out one thing on try 1, another thing on try 2, and finally gets it on try 3 so to speak, learning from previous failed checks in the case of Open Lock instead of simply ...



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