Ability Checks

The player states his intent and action but the GM determines what exact ability and proficiency may be relevant to roll. We can briefly discuss if there’s a major disconnect – it may be that there’s a misunderstanding about the intent/action, but there may be other factors determining the roll.

Sometimes you may succeed or have some knowledge simply by being proficient. In that case I may not require a roll, or may use a roll to determine how long a task takes or the quality of the result.

As the rules are quite vague, here are some DC guidelines. An ‘very easy’ (DC5) task is one that a non-proficient, average (ability 10) person can do with no difficulty. Such as person can do an ‘easy’ (DC10) task consistently with some time, or a bit of luck if in a rush. A ‘medium’ (DC15) task is similarly achievable by someone with basic skill or talent (proficient and/or good ability score). An expert (high proficiency and ability score, or expertise) can likewise consistently perform a ‘hard’ (DC20) task. A ‘very hard’ (DC25) task is challenging for even for an expert. ‘Nearly impossible’ (DC30) should be reserved for anything that actually meets that description – heroic feats of legend.

Note: I use a PCs Background as more than just a roleplaying description. It represents a set of skills, knowledges, and contacts inherent to the character. In gameplay, that means that I may sometimes give you information or allow proficiency to be added to a roll because I feel it’s relevant to your background. I don’t mind players mentioning when they feel background is relevant, so long as it doesn’t become a constant ‘fishing expedition’ to justify adding to rolls. (similar to DMG p264)

Clarification: Natural 1s and 20s only apply to attack rolls – they’re not an automatic failure or success on ability or skill checks or saving throws.

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