Difference between revisions of "Ability Checks"

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[[File:Ability_Check.jpg|right|490px|thumb|Definitely an ability check when she lands.]]
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[[File:Ability_Check.jpg|right|560px|thumb|Definitely an ability check when she lands.]]
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'''Ability checks''' are a fundamental game mechanic used to determine the success or failure of a character's action, typically as a response to a situation outside the character's control.  Each situation is assessed regarding which of the character's [[Ability Stats|ability stats]] is the best reflection of the character's success: [[Charisma (ability stat)|charisma]] in the case of the character being liked or respected; [[Dexterity (ability stat)|dexterity]] in where the character might stumble or fall; [[Intelligence (ability stat)|intelligence]] with regards to problem solving; [[Wisdom (ability stat)|wisdom]] with respect to knowing something; [[Constitution (ability stat)|constitution]] where health is concerned; and [[Strength (ability stat)|strength]] if the character is attempting a physical feat of some kind.
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__TOC__
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Players cannot use an ability check as a course of action.  Instead, they must state what they wish to do, and if an ability check seems appropriate, the dungeon master decides to impose one.  More often in such cases, the character's [[Sage Ability|sage abilities]] determine whether the character can perform that task or not; otherwise, the DM may simply say "yes" or "no" without the need of a check.
  
To determine the success at various actions associated with the abilities of a player - [[Strength (ability stat)|strength]], [[Intelligence (ability stat)|intelligence]], [[Wisdom (ability stat)|widsom]] and so on - a d20 is rolled against that player's [[Ability Stats|ability stat]]. Rolling equal to or less than the ability will produce success.
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== Method ==
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To assess the character's success, the player is told to roll a d20 against the player's ability stat. Success is achieved when rolling equal to or less than the relevant ability.
  
Ability checks are described using the type of check that it is: a "strength check" or an "intelligence check."
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Checks are always made against the character's current stat.  Thus, if for whatever reason, the character's relevant ability has been lowered through [[Negative Hit Points|damage]] or some form of [[Natural Abilities|attack]], the adjusted stat is used when making the check.
  
Checks are ALWAYS made against the character’s stat as it is in the present.
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Players need not make an ability check when success is guaranteed due to the character's ability. For instance, a character with a dexterity of more than 15 is assumed to catch an item thrown from ten feet away without the need for a check; in any case, such frivolous checks are rarely needed in real game play.
  
It is never necessary for a player to make an ability check when, given the character’s ability, success may be taken as a given. For example, it is assumed that a character with a [[Dexterity (ability stat)|dexterity]] of more than 12 can be expected to catch an item tossed from ten feet away without the need to make a check in any circumstances. Characters with an 9 to 11 dexterity most likely would, except in situations of stress. Characters with 8 or less dexterity ought to make a check whenever success matters.
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== Complex Checks ==
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In various cases, particularly when attempting to [[Instruction (sage study)|learn a skill]], characters may need to make multiple checks against more than one ability stat; failure in any roll might be sufficient to nix success. On the other hand, it may be that success at any of the rolls being made is sufficient. It depends on the situation.
  
Extraordinarily difficult actions can be handled by employing multiple checks, often of more than one ability. For example, a character attempting to jump a ten foot distance onto an opposing roof with little running room would first make a strength check to see if they were able to clear the distance; then a dexterity check to see if they successfully gained a foothold on the sloped roof.
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Occasionally, when one character fails an ability check, a nearby character may be given the opportunity to "save" the character.
  
If the first strength check failed, the character might make a dexterity check to see if they were able to grab the edge of the roof. Then a [[Constitution (ability stat)|consitution]] check to see if they had the will to hang on. Then a strength check to see if they were able to pull themselves up.
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: For example, Margaret loses her balance when aboard a launch on high seas; she fails her dexterity, indicating that she's going to fall over the side.  However — as John is within reach of Margaret, he's given a chance to roll against his own dexterity, to see if he catches her and stops her from falling overboard.
  
In all such cases, the DM should make clear ''before'' the jump is attempted whether the initial strength check’s failure will enable additional saving checks or if the initial failure will mean a fall. Complete transparency on these matters is necessary. The DM (or the player) should not be able to make up new checks in order to compensate for previous ability check failures. Ability checks should matter!
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: In another example, a character trying to leap ten feet onto a distant roof with limited running space would first make a strength check to clear the distance; then, a dexterity check would determine if a foothold on the sloped roof was gained.
  
See Also,<br />
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In such situations, the DM should clarify before the jump which checks would have to be made, and in what order.  Transparency is vital, and the DM (or the player) should not be forced to make checks that weren't disclosed ahead of time.
[[Player Characters|Player Characters]]<br />
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See also,<br>
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[[Player Characters|Player Characters]]<br>
 
[[Stun Lock|Stun Lock]]
 
[[Stun Lock|Stun Lock]]
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[[Category: Reviewed]]

Latest revision as of 04:01, 26 February 2024

Definitely an ability check when she lands.

Ability checks are a fundamental game mechanic used to determine the success or failure of a character's action, typically as a response to a situation outside the character's control. Each situation is assessed regarding which of the character's ability stats is the best reflection of the character's success: charisma in the case of the character being liked or respected; dexterity in where the character might stumble or fall; intelligence with regards to problem solving; wisdom with respect to knowing something; constitution where health is concerned; and strength if the character is attempting a physical feat of some kind.

Players cannot use an ability check as a course of action. Instead, they must state what they wish to do, and if an ability check seems appropriate, the dungeon master decides to impose one. More often in such cases, the character's sage abilities determine whether the character can perform that task or not; otherwise, the DM may simply say "yes" or "no" without the need of a check.

Method

To assess the character's success, the player is told to roll a d20 against the player's ability stat. Success is achieved when rolling equal to or less than the relevant ability.

Checks are always made against the character's current stat. Thus, if for whatever reason, the character's relevant ability has been lowered through damage or some form of attack, the adjusted stat is used when making the check.

Players need not make an ability check when success is guaranteed due to the character's ability. For instance, a character with a dexterity of more than 15 is assumed to catch an item thrown from ten feet away without the need for a check; in any case, such frivolous checks are rarely needed in real game play.

Complex Checks

In various cases, particularly when attempting to learn a skill, characters may need to make multiple checks against more than one ability stat; failure in any roll might be sufficient to nix success. On the other hand, it may be that success at any of the rolls being made is sufficient. It depends on the situation.

Occasionally, when one character fails an ability check, a nearby character may be given the opportunity to "save" the character.

For example, Margaret loses her balance when aboard a launch on high seas; she fails her dexterity, indicating that she's going to fall over the side. However — as John is within reach of Margaret, he's given a chance to roll against his own dexterity, to see if he catches her and stops her from falling overboard.
In another example, a character trying to leap ten feet onto a distant roof with limited running space would first make a strength check to clear the distance; then, a dexterity check would determine if a foothold on the sloped roof was gained.

In such situations, the DM should clarify before the jump which checks would have to be made, and in what order. Transparency is vital, and the DM (or the player) should not be forced to make checks that weren't disclosed ahead of time.


See also,
Player Characters
Stun Lock