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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 ...


29

10 yes (sort of), 20 no. Taking 20 was not a thing in 4th edition, and is similarly absent from 5th. Taking 10 however is sort of a thing in 5th, but it's not implemented the way you might think it should be. Basically, the way "taking 10" works in 5e is that every ability (And by extension, skill), has a "passive" score (Basic Rules v2 page 59). This is ...


29

You can always use a skill you're untrained in, and you can use it in any way not marked as (Trained Only). Being trained means higher numbers, and unlocking the trained only applications of the skill. Consider Athletics and Acrobatics: nobody needs training to be able to jump, climb, swim or balance. (At least, adventurers are assumed to be minimally ...


28

This is how skills are supposed to work! If you are in a situation where there is only one person doing something, and they are rolling a single skill check, then yes, this is how it's supposed to work. Giving help is a natural thing and should be used in situations like this. There is no reason to prevent it unless the task is clearly something that's not ...


26

You have two good options here: Roll for them Don't have them take 10, as this gives them a statistically worse chance of succeeding than rolling. Also be sure you know exactly how much each character adds to Spot, Listen, Sense Motive, Search and whatever other checks you are handling this way. It is likely that characters who care about these rolls add ...


21

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


19

Passive Investigation could be a way to determine whether to feed players information that their character might pick up on, but the player might not think to explicitly ask. Note that a passive check can be against a DC, rather than an opposed roll. Some examples: From the angle of the body, it looks like the Mayor didn't fall... She was pushed! That ...


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 ...


16

From http://www.d20pfsrd.com/skills/fly You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half ...


16

It goes negative This is a case of "the rules don't say otherwise". In particular, the Skills section has nothing to say about results being "low-capped" at 0. Skills can be further modified by a wide variety of sources—by your race, by a class ability, by equipment, by spell effects or magic items, and so on. [...] If the result of your skill ...


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

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 ...


15

Profession(Cook, butcher or similar) or survival would be useful to identify the normal kinds of wild meat game (for survival) or the most usual types of meat used in cooking (for the professions), or to determine that a certain kind of meat is not one of the usual types, but not necesarily be able to identify it. Honestly, unless the characters had ...


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 ...


15

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 ...


14

Diplomacy have a built-in limit: You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. So, you can use it on Ooze, Brain - it has Int, telepathy 100ft and language. But it is exceptional ooze, no longer mindless. For Plants, you can try Awaken them, and then use this skill as normal. Certain ...


14

Would players be tempted to do something out of character that might spoil the game for fomeone? If not, let them roll. Are you (almost) sure they will resist the temptation? Let them roll. Rolling is fun, so unless a roll spoils some bigger fun, let the players roll. Most of my passive perception rolls (different system, but shouldn't matter) are done by ...


14

Nothing prevents this in a normal, unpressed situation. A lot of the same things that I said in my answer on the other question apply here as well. Basically, if this is a strategy you don't want your PCs to employ, it's up to you as the DM to make the opportunity cost high enough that it's a significant trade. There's not much issue with a cleric ...


13

Whenever a PC makes what 5e calls an Ability Check, such as Dexterity(Stealth), they roll a d20, add their Ability Score Modifier, and their Proficiency Bonus if they are proficient with that skill. A PC Proficient in Stealth would add their Dexterity Modifier as well as their Proficiency Bonus. This information is in Chapter 7: Using Ability Scores. It ...


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

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

If you're into it; you can write down the riddle in multiple descriptions and give the appropriate one to each player. The description for a character who is dumb as a door might be little more than "you see weird symbols on the wall" without even drawing them in the image (thus not even allowing the player to figure it out unless the others talk him through ...


12

Option 1 is the correct answer here Ability checks always add up d20 + ability modifier + situational modifiers, as long as this is greater or equal to the DC then you succeed at the task. This applies to all ability checks for all ability scores. In terms of a natural 20, this is entirely up to your DM from what I can find. For the group that I DM I allow ...


12

You cannot learn spells of another class without actually multi-classing or picking up a feat like Ritual Caster or Magic Initiate. While there is some overlap in class spell lists you can only ever learn the spells of your class unless you make the choice to multi-class or forgo the stat increase to pickup one of the two feats I noted above. Proficiency ...


12

Perception seems to fit the bill. It's a DC 5 check to determine whether food you're about to eat is spoiled; at higher DCs, one should be able to tell whether the meat they're eating is actually pig or lamb or…something else less salubrious. Plus, it's tied to Wisdom and the senses, both of which would be in use here.


12

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 ...


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 ...



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