Tag Info

New answers tagged

2

If success is certain through multiple ability checks, then just let it be rolled once...On a success, they character or characters get through the crack quickly, on a failure it takes a bit longer, they get stuck..on a critical failure something gets broken while unjamming/pushing/pulling/forcing the character through.


44

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 ...


0

Someone has posted the group check rule. You can certainly use this if you want everyone involved in a check. I think group checks are not great for spotting traps though - if one person gets a high roll but the group fails then they may be annoyed that they are not allowed to spot it, since one would expect that only one character needs to see the trap for ...


10

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.


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 ...


3

An acrobatics check to avoid an AoO can be combined with other forms of movement, such as balancing, jumping, as well as climb, fly and swim. An acrobatics check is part of a move action, and not a distinct action by itself. It would be two checks, the first to avoid the AoO, which would be based on the creature threatening CMD. The second would be a DC 15 ...


4

While @wax eagle's suggestion is great, there is another alternative... A player wants to be good at something? Let them. Both of your examples have two qualities that make them good candidates for this approach: The desired "skill" is something that doesn't come up very often (in most campaigns). How often is your party going to need to sail, or to ...


8

There aren't really any official resources on optional expanded skill lists. And that's OK. Here's why: The skill list is top level super broad skill categories. Trained in Athletics? Good at parts of sailing. Trained in Nature? Good at other parts of sailing. Trained in history? Good at other parts of sailing. The skill list is not meant to be complete. ...


2

The Default Assumption In Rogue Trader, it is assumed by default that the characters are high-ranking individuals aboard their own voidship; that is operated by a crew numbering in the thousands. Now while that scenario is completely up to the GM's discretion and their campaign story, it does promote that the players' characters have at least a basic ...


5

Yes, the rogue talent honeyed words can be used prior to a feint to gain the talent's benefit when making a feint attempt The talent has as its Benefit: Once per day, the rogue can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. No mention is made of the talent ...


-1

NOTE: I misunderstood the author's intent (before the addition of the clarifying note that this was about the Rogue Talent, not the Trait). As HeyICanChan said, the Rogue Talent can be used to feint. Original Answer No. Honeyed Words trait: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any ...


1

You won't find more a more complete list of examples, because the game assumes and uses your familiarity with our modern world. The categories are relative to each other, and you just need to pick one. Ask yourself: is it simple, moderate, complex, or advanced? These are very chunky categories that divide all of technology from doorknobs up to jet engines ...


12

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 ...


3

A rogue cannot make a full attack with a standard action, so the strictly literal answer is no. A rogue can use a surprise round's action to close with a target (if they are close enough) and make a full attack action on the following (nonsurprise) round. If that is before the target's turn, the target is flatfooted and all the individual attacks do sneak ...


9

Dungeons and Dragons 3.5 disregards most facing rules, so sneaking up behind someone usually isn't done. Instead, the awareness of the foe is determined if the rogue attempts to evade detection (e.g. the rogue has concealment and approaches a foe while making Hide skill checks and Move Silently skill checks). This is covered in the SRD under Initiative. ...


9

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 ...


1

I feel like some of your examples are reasonable, but others are not. It seems like you're interpreting a character can help only when two or more individuals working together would actually be productive very broadly. In a case where you're granting advantage, you're saying that the result of the two working together is better than what they could ...


2

Perception - Having two people looking around is always going to be better than one. Yes. But mathematically, are your odds better doing it the traditional way "everyone roll perception!" or to do it this new way "Jim, you're in the lead, roll perception. Everyone else counts as an assist"? The assist rules make more sense: they give the person who's ...


2

Group Checks for the Win As DM, you may choose to apply group checks in some of the instances that seem like they might be frivolous assist checks. Group checks are described as a sub-header under "Working Together" on page 174 of the PHB. Here is the relevant text: When a number of individuals are trying to accomplish as a group, the DM might ask for a ...


1

You are playing it RAW. It's up to the DM to assess each situation. Compare it to the similar "Help" action in combat that grants ADV to another player (PHB 192). Of course in combat there is pressure to manage actions efficiently, something that may not exist when characters are lounging back at the inn deciding who to help. Then you have to either accept ...


7

TL;DR: Try basing the advantage described for assistance on what the character does without allowing the generic of "I assist" to work. Overall, yes, people can assist with many things. I would say some things do need a modicum of training, and that should be based on personal experience. If something is completely based on perception, then assistance ...


23

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 ...



Top 50 recent answers are included