Not quite but it certainly helps against them!
To give an example (as seen in Allan Mills' answer), see the description of the major image spell:
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful ...
Probably not, no
As always, your DM can choose whatever he wants for this and may pick and choose per scenario, but let's look at the text of Minor Illusion.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a ...
Consider this text from the Major Image spell:
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the ...
How the Disguise skill works
The creature takes 1d3×10 min. to make a Disguise skill check to create the fictional identity. The Player's Handbook says that the DM on the creature's behalf secretly makes, for example, Decipher Script and Disable Device skill checks (71 and 72, respectively), but it doesn't mention the DM making on the creature's behalf ...
Insight is a perfectly fine skill to use in this situation...if you feel the situation warrants an opposed roll
Not all social interactions require ability checks, nor do they all require opposed rolls.
The DMG has a good section on how to run social interactions without requiring opposed rolls which is worth a read. It also includes this advice (emphasis ...
The DMG says:
Some DMs prefer to run a social interaction as a free-form roleplaying
exercise, where dice rarely come into play. Other DMs prefer to
resolve the outcome of an interaction by having characters make
Charisma checks. Either approach works, and most games fall somewhere
in between, balancing player skill (roleplaying and persuading) ...
5e diverges from the "I use X skill" mentality. You describe what do you do, then the DM might ask you for an ability check, then the DM describes what happens.
Making arguments under pressure is usually a Charisma check, with or without proficiency bonus (DM's choice), as Charisma is "measuring force of personality" according to the PHB....
Reroll only when conditions change.
In situations like this I've been served well by following The Angry GM's rule #3: "One Roll is Usually Enough (Unless Something Changes)".
In a mechanical sense, this isn't different than keeping watch at night (Spot and Listen checks) or sneaking through a noble's manor (Hide and Move Silently checks), both situations ...
Reference the tool proficiency optional rules from Xanathar's Guide to Everything
You can't apply your proficiency bonus more than once to a single roll, as you've established; it seems like you should probably make this roll using your expertise in performance, since performance is a relevant skill and with expertise that grants you the best modifier. ...
As someone who mains a bard most of the time, and DMs, and has a degree in music, let me offer some advice:
Proficiency with the tools can be looked at separately from the performance. If you're making a performance, it should be just a Charisma (Performance) check, whereas if you're just playing your instrument, that would be an instrument check.
In older ...
Lightfoot Halflings do not get any skill bonuses
They have the Lucky trait:
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
They have Brave:
You have advantage on saving throws against being frightened.
They have Halfling Nimbleness:
You can move through the space ...
This is up to a DM.
A character with Medicine proficiency should in theory be able to help another character more easily recover from injury, disease, or poison. Honestly, the explanation of how to recover unassisted is better explained than how to use the medicine skill to deal with disease, injury, or long-term poisons. How the two might interact is wide ...
There is an optional rule written in the DMG (pg 272), 'Tumble', wherein a character can:
As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
It does not mention ...
There are skills without a group
The list of skill groups (and the skills included within them), as can be found on page 90 of the Core Rulebook (and is also repeated in other places) is exhaustive. There are no other skill groups.
Also, if you look at the descriptions of individual skills (starting on page 130), the ones you list clearly say: "Skill Group:...
To get this number I added: DC For high jumping 1 ft (see reasoning below) + DC for long jumping 2 ft = 4 + 2 = 6
I wasn't sure how "vaulting" should impact the DC, or whether an additional penalty (beyond adding DCs) should be introduced because the PC is trying to jump both vertically and horizontally, so you might fudge it a little one way or ...
The base DC to make a high jump of 3 feet (with a running start) is 12, according to the description of the Acrobatics skill in the Core Rulebook:
The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a ...
The Medical Tech (Medtech) skill is defined on p. 46 of the Cyberpunk 2020 book:
This is the skill used to perform major surgery and medical repairs.
For more descriptions of this skill in action, see Trauma Team, p. 116.
On page 116 of the core book, it elaborates:
To make a successful medical skill check, you must roll a value [...]
The CP2020 book is as vague on that subject as in many others. When we played, we assumed that to be practically true, and achieving the same mechanical effect of stabilising the patient.
On the other hand, I also ruled that a stabilisation procedure with Medical Tech is more durable than with First Aid. It would hold the patient stable for a longer time ...
A natural 20 has no special meaning on a Perception check.
Natural 20s mean nothing special on ability checks (whether or not they are associated with a skill), as already established by your previous question. And Perception is indeed a skill:
The skills related to each ability score are shown in the following list. (No skills are related to ...
Your prior question's answer is correct; a natural 20 on an ability check has no special effect on the result.
However, the DM on youtube is technically correct... from a certain interpretation of what they said.
The DM's statement that the character learns all they possibly could about what they were trying to perceive is true in the sense that it's not ...
Critical success on a natural 20 is a variant rule from an older edition of D&D.
In D&D 5e, rolling a natural 20 on an ability check, which includes Wisdom (Perception), is neither an automatic success nor an exceptional result. You either beat the check DC or not.
The rules for ability checks are defined in Player's Handbook, Chapter 7: Using ...
Does Perception have some kind of a special rule?
Is it considered an ability check every time you roll for Perception?
In the rules there is no rule for a natural 20 on ability checks (Perception or otherwise).
DMs can make one if they want - that is in the rules.
This is just a houserule
As I stated in the other answer, natural 20 simply indicates the pinnacle of what your character can do, and in a way, the DM of your video indicates that when he says, "you will learn everything you possibly could have learned about whatever you were looking at."
The other players and the DM joke a bit about learning the exact ...
Players can't "check" with their passive Wisdom (Perception) score
The passive Wisdom (Perception) check only comes into effect when the DM chooses, with the two cases laid out in the rules being repeated tests or when the DM wishes to conceal information.
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a ...
You can't make Passive perception checks. Passive perception is what you use when you don't roll any checks; it's the baseline enemies need to beat when trying to hide from you.
In the anti-magic cone situations, the player doesn't check anything. If the beholder is hidden (because its stealth check exceeded the player's passive perception) then the player ...