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45

If there is no time pressure, rerolling is probably OK. The penalty for failure in this case is that you spend extra time doing it. The more important question is "Was the roll even necessary?" This actually brings us back to one of the key points in the advice for DM in the game manual. It looks like a throw away line, but it's a good guide for when to ...


31

Broadly speaking, manipulation-related skill check shouldn't be used on players. One of the important tenets of D&D is the idea of player agency, where you always have control of what your character thinks, feels, and does. There are some exceptions to this rule (like mind-altering magic), but the only time your character should feel intimidated is ...


28

To answer your question with a question: Would you use Animal Handling on a human infant or a human toddler? If your DM does allow use of Animal Handling, the time where that skill is applicable would be very short. Dragons are by nature very intelligent beasts. This possibly related discussion on Animal Handling is provided with a caveat: Animal ...


24

The very first line of the skill description reads (roughly translated, I don't own an english book) You use the spot skill to find characters or creatures that are trying to hide. So yes, if the moon was a living being actively trying to hide, you would get a huge negative modifier. As the moon is not actively hiding, because it's just a mass of rock, ...


22

Yup, you halve-and-add your proficiency bonus to even passive checks. Jack of all Trades. ...add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. (PHB p.54, emphasis mine) Combined with Passive Checks. A passive check is a special kind of ability check.... Here's how ...


21

Skill descriptions can be found starting on page 175 of the PHB under the heading Using Each Ability.


20

Doing it right The Tarrasque's Jump check is not particularly great as it hasn't bothered to put skill ranks into it, just its Strength modifier of 17. It is even negatively impacted by its slow speed, for a total of +11. If it rushes though, it gains a bonus of ((150-30)/10)*4 = 48 instead of a penalty, a great improvement. The total effective Jump skill ...


20

There is no “should” or subjective judgement necessary here. This kind of thing is explicitly what advantage is for (PHB, p. 173): The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. Having a book about the information you're making a skill check to recall or ...


18

Do you like your rpg old or new school? You have asked a question that lies at the heart of the debate between "old-school" and "new-school" rpg. If you don't know what that is, then there are plenty of places on the net where you can have your brain bashed by intensely partisan views on both sides. I don't think its useful to go into this here. At the ...


18

Most of the "fluffy" proficiencies are strictly terrible from a gamist perspective. Writing set proficiency? The only real payoff I can see that having is selling your autobiography after your adventures end -- hardly necessary with the vast amount of treasure that litters the Forgotten Realms landscape. What about musical instrument proficiency when ...


17

What a PC believes shouldn't be determined by a dice roll. Instead, give them clues depending on the results of their insight check. For instance, if the PCs are interrogating an NPC regarding a string of robberies, an Insight Check DC10 might allow the PCs to notice that the NPCs eyes widened when shown the torn scarf found at the mayor's house, despite ...


17

Fred Hicks (the dude who cofounded Evil Hat) talked about exactly this in an official blog post: One-Note Approaches in FAE. It's worth a read. The bottom line is this: there is nothing that is inherently a problem about people primarily using their +3 approach. That's fine. If everyone's having fun, then everything is working well. The real problem, as ...


16

Yes See pp. 173-174 of the PHB, specifically the delineation of the "three main rolls of the game--the ability check, the saving throw, and the attack roll" and the following description of skills: Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. [Emphasis added.] Any History check ...


16

First of all, D&D 5 treats language as a binary - you know it with absolute fluency or you don't know it at all. You could stop right there and it would be fair. If you want to go further and allow someone to recognise a written or spoken language they don't know you need to decide: The applicable stat - Intelligence is a clear stand out The ...


15

A high bluff skill, using the SRD, is mind control, but not as much as Diplomacy is. The DC for suggestion is +50 of the base DC, according to epic usages. Presuming that the suggestion is something like "You're an unimportant character in a game, ponder what that means for your life." (+20 on their sense motive due to The bluff is way out there, almost too ...


13

Rules for group checks in DnD 5e can be found on page 59 of the player's basic rules or page 175 of the PHB and are as follows: To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.


13

An Intelligence check is appropriate for this task. According to page 178 of the PHB, an Intelligence check can be used for a number of things, including: Estimate the value of a precious item As far as what skill can be used on this check, or whether a skill can be used at all, I leave it up to my players to suggest a skill that might apply and ...


13

The DM can always make house rules... If the DM wants no dancing cats in his campaign, the DM can rule that cats can't put skill ranks into the skill Perform (dance) and cruelly further rule that cats always fail Perform (dance) skill checks. Such a campaign is a much sadder place for such a house rule, but there it is. ...But some creatures can't put ...


13

(All references from D&D Player’s Basic Rules v0.2) In fifth edition you don't have a stealth modifier per se. When you make an ability check, you add your ability modifier (Dex) but if you are proficient in the relevant skill (Stealth) then you also add your proficiency bonus. Sources: Page 4 Roll the die and add a modifier. Roll a d20 and ...


13

As far as I am aware there is no generic definitive and comprehensive list of Craft(X) or Profession(Y) skills for one obvious reason - there is no limit to human creativity. If a campaign requires dirigibles then its probably going to need Craft(Dirigible) and Profession(Dirigible Pilot) and a decision would be needed if they granted synergy to each other. ...


12

Aspects are narrative permission, but that doesn't mean that they are mechanical permission. He can narratively make that shield—but mechanically that's Create An Advantage. If Create An Advantage is insufficient, then he needs to pay for a new Stunt that lets him use Will for physical defence.


12

Yes, but no need to do that; read below. If you take a class that has a class skill that you desire, and you put a rank in it, then you gain the +3 bonus. If it is a cross class skill, and you put a rank in it, then you don't get the +3 bonus. If you have Craft, Profession, or Perform as a class skill, and almost all classes do, then you also have ALL ...


12

Other than ability increase and level there are a few ways to increase your skill modifiers: they are based mostly on class. For example Bards and Rogues get the Expertise trait which lets them double proficiency bonus on selected skills of the players choice. A Knowledge Domain Cleric can gain double proficiency bonus in certain skills. The Ranger's ...


12

The feat Cosmopolitan gives you access to two INT, WIS, or Charisma based skills as class skill, and the Keeper of the Veil regional trait gives you access to Bluff or Disguise as a class skill and also grants a +1 bonus to both of those skills.


12

From the rules: Working Together Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9). A character can only ...


11

The alchemist's lab specifically overrides the more general masterwork tool and the masterwork artisan's tools Most skills don't need tools. However, a craftsman usually needs different artisan's tools for each Craft skill. You can buy a masterwork tool for a skill. The masterwork tool for the skill Craft is masterwork artisan's tools. If a specific ...


11

Your class and all starting class features, such as skill proficiencies, are chosen before backgrounds — see PHB pages 11–15 for the order of operations. So yes, you can select overlapping skills for your barbarian before taking the Outlander background, then get to choose any two skills instead. A minor reason you might not want to do this is because the ...


11

A Strength check is appropriate. Strength Checks, PHB, p. 175 A Strength check can model any attempt to lift, push, pull, or break something ... Ability checks are not saving throws, and proficiency with an ability's saving throws is independent of any bonuses to ability checks. There is no such thing as being "proficient in Strength"; there is ...


10

I'd like to point out that Guidance has a duration of "Concentration, up to 1 minute". If you look at the first level cleric spells, the following also require concentration: Bane Bless Detect Evil and Good Detect Poison and Disease Protection from Evil and Good Shield of Faith Generally speaking, most buff/de-buff spells require concentration. Since ...


10

Spot has been replaced by a combination of Perception and Investigation. Perception is for noticing things about you, people sneaking up and such. Investigation is for searching for things in a room or researching things. Swim is covered by Athletics. Move Silently is now covered by Stealth skill. Everyone is capable of performing each skill. If you ...



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