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0

5th Edition really encourages the role play aspect so it leaves the skills pretty much up to players and the DM to discuss. There's some interesting options here, but there's nothing really hard set in the rules as a guideline for anything. Basically, the best you'll find is the DC check table for actions: Simple - 0 DC Very Easy - 5 DC Easy - 10 DC Medium ...


1

This isn't a skill check but is, instead, something you can just do Take a free action to speak. Take a standard action to activate the command word activated magic item. Take a free action to speak again. Your Turn Free action to speak: "I smell the flowers, pet the unicorns' horns, and taste the... Standard action to use the command word ...


8

... the difficulty in proving a negative notwithstanding RAW: yes, roll, usually RAW has no problem with PCs using skills "on" other PCs (there's nothing in the Bluff Skill Description preventing it, for instance). Similarly, PCs would use Hide/Move Silent vs. Spot/Listen to hide from each other, just like PC/NPC interactions. Note, however that Diplomacy ...


12

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 ...


0

Bluff could stop someone realizing a command word was used, as previously stated, however no Sense Motive (shy of maybe the epic mind reading rules) will ever intuit the actual command word from the spoken sentence. For someone to figure out what was the actual command word, I'd call for at Intelligence check, DC based on what was said (how many words or ...


2

A bluff check is used to trick verbally someone, so i would say you are simply using the command word inside a random phrase that you came up with and ask you to roll a Bluff vs Sense Motive so people can notice you are trying to pull something off (but they wouldnt know what). If we actually check the Bluff skill, we can see that there is validity in that ...


-1

Personally, I see the being unable to activate it for 24 hours as a side-effect of the mishap you just suffered. And if you are trying to purposefully flub the skill check, well, there shouldn't be any reason why you couldn't. Maybe a DC 10 or 15 will save to actually overcome the natural tendency to not hurt yourself, but there's no realistic reason you ...


8

It's not explicitly specified which ability you would use to employ these tools. Ultimately, it's up to your DM which ability is used for any ability check, and the default matching of skills to abilities is only a default. Both the Player's Basic Rules and the PHB include this section in Chapter 7: Variant: Skills with Different Abilities So it is up ...


-2

It's normally an Intelligence check As Miniman's answer suggests, both pulling together a disguise and forging a document are listed under the Other Intelligence Checks section of the Ability Checks guide in the PHB, so that would be the default. This might, for example, be a History, Nature or just a generic Intelligence check (with a DM-supplied DC), ...


-5

For me this wouldn't be a skill check (why would you need to roll to see if someone noticed you talking as a part of an attack - and why would it matter if they did?) but would be a roleplaying type of a thing Are you familiar with anime "called attacks?" http://tvtropes.org/pmwiki/pmwiki.php/Main/CallingYourAttacks talks about it. Basically the idea behind ...


1

I'd agree with MrTumnus that -10 is a good baseline, although +10 for sleeping applies as well, for +0 base. Then you apply distance modifiers as usual, of course. For a sleeping dragon, say a young adult black dragon, that works out to having an even chance of waking up (rolling 11 or higher) if shout goes off 320 feet away, not counting closed doors ...


5

There are no hard rules for Perception, there are so many possibilities in terms of what characters might hear, see, or smell in a given situation that they just gave a reference table. The item on the table that likely most fits with this situation is "Hear the sound of battle - DC –10" though a final ruling is up to your DM.


2

No, not required, the examples are there just to be examples of what you can buy (a question often asked at shadowrun tables). You can look at the pregen characters and say "hey, my guy should know about fixers and corp security too, i will take this". A problem that happens on 5ed is exactly the lack of examples that we had in 4ed, we had huge tables of ...


1

Roll those checks hidden from the player I always allow the player an insight check when they request it, but I ask their modifier and roll them in secret. I do not tell them what (the number) I rolled, and if it succeeded or not. I simply report them the impression the character has, the personal judgement they asked for, based on the roll. We rolled ...


0

Not sure if this should be an answer or a comment... However I have seen it suggested in either a podcast, or some article by Mike mearls, that insight checks when used freely should reveal a flaw , bond, ideal, or trait of an NPC. For example, is a trait is "addicted to skoom" the insight check might reveal fidgeting, or if there is a bond to some patron, ...


14

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 ...


3

Use different consequences instead of witholding information on a failure. For example, if the party is getting information from a contact in a new city... Player: "I'm not convinced he's being honest. Can I sense any kind of deception or dishonesty?" DM, pass or fail: "His gaze is evasive, you get the sense he's not telling you everything." ...


1

One approach here would be to use a group skill check, as detailed on page 175 of the Player's Handbook. Simply: each PC makes the check, and if at least half the PCs succeed, then the whole group succeeds; otherwise, the whole group fails. This can be explained thematically in that if only one PC suspects something but the rest of the group thinks ...


-2

I've been trying a similar thing, and modes just didn't cut it. So I'm in the process of devising something combining the default skill pyramid upgrades for players, but simple (mode like) creation for new characters and NPCs. The system is intended to create a generic system applicable to a lot of genres / settings. Skills are intended to be abstract, with ...


4

Skill Modes to me are a nice balancing point between Fate Core's Skill system and Fate Accelerated Edition's Approach system, so I look at them as a mix of both. How to identify Skill Modes I look at this from the Approach point of view: if you had to create Approaches for your setting, what would they be? Those will most likely be very similar to your ...



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