Skills are the system used to resolve game interactions that are not directly related to combat. From climbing a steep cliff, to sneaking past the guards or negotiating a treaty with a foreign representative, there is a wide variety of actions that are handled with skills.
There are 12 Skills in the game. Each skill has an associated ability modifier
Skill | Ability | Summary -- | -- | --- Athletics | Strength | Sprinting, Climbing, Swimming Authority | Strength | Intimidation, Leadership, Military Concentration | Constitution | Study, Craftsmanship, Art Endurance | Constitution | Stamina, Wakefulness, Survival Finesse | Dexterity | Balance, Tumbling, Lockpicking Stealth | Dexterity | Hiding, Secrets, Ciphers Perception | Wisdom | Observation, Empathy, Memory Nature | Wisdom | Flora, Fauna, Environment, Healing Diplomacy | Charisma | Rethoric, Etiquette, Politics Trickery | Charisma | Lying, Gossip, Forgery Arcana | Intelligence | Magic, Science, Cosmology Lore | Intelligence | History, Geography, Law
Using a skill in the game takes the following steps: - During the game, the GM describes a challenge that the PCs need to overcome, or a PC states an action that they want to take. - The GM can decide that the problem is trivial for the PCs. In this case, they automatically succeed without need for a Skill Check. - Otherwise, the GM sets a base Skill Check Difficulty for this task. - PCs explain how they plan to handle the task, and negotiate with the GM which Skills they will use and whether this will take one or more checks. Depending of the proposed solutions, the GM may choose to adjust the Skill Check Difficulty - A PC rolls a Skill Check. See the [Skill Checks] section below for details on how to resolve this, and how to manage successes and failures.
Some actions are only available to characters with an appropriate level of training in a skill. These are the levels of training that a character can have in a skill:
The following table shows the Skill Check target value (also known as DC, or Difficulty Class) associated with each difficulty level:
For a detailed description of the [Ability Skill Bonus], see the Character Building chapter
Abreviation | Check level | DC | Req. Training | Morale cost -- | -- | -- | -- | -- R | Routine | - | | E | Easy | 8 | | 1 on Failure M | Medium | 13 | | 1 on Failure H | Hard | 18 | | 1 on Failure VH | Very Hard | 23 | Trained | 1 on Failure I | Legendary | 28 | Master | 2 on Failure I | Impossible | 33 | Grandmaster | 2 on Failure
The Req. Training column shows the minimum Skill Training level required to attempt a check at that difficulty.
The Morale Cost column shows the amount of Morale that is lost on a failed check.
The Skill Difficulty levels are described as follows: - Easy - Anyone can do it, but an untrained character may sometimes fail this or require extra time or help - Medium - Non-trivial effort for untrained characters, trained characters will handle it most of the time. - Hard - This is the most an individual without special training can achieve, with luck. Requires effort even from experts. - Very Hard - Experts can sometimes accomplish this, with luck. - Legendary - Something only the best in the world could do, on a good day. - Impossible - Normally considered out of reach for mortals.
To resolve a Skill Check is to roll a d20, add the character's bonus to that check (if any) and any modifiers that apply, and compare the result with a target number. If the result is equal or greater than the target number, the check is a success, otherwise, the check is a failure.
For each skill, the associated Skill Bonus is generated as follows:
Skill Bonus = Ability Skill Bonus + Skill Training Bonus + Armor Penalty + Other Modifiers
For a detailed description of the [Ability Skill Bonus], see the Character Building chapter
Armor Penalty: Some types of armor have an Armor Penalty value (typically -1). This penalty applies to Skill Checks for Athletics, Endurance, Finesse, and Stealth. See the [Armor] section in the [Character Building] chapter for details on the Armor Penalty associated with each type of armor.
The d20 roll may be replaced with a [roleplaying die roll], as explained below.
The following modifiers apply to a Skill Check
Description | Modifier --- | -- Character previously failed same check | +1 DC Allies previously failed same check twice | +1 DC Advantage | +2 Demoralized | -2 Escalation Die | -Die Value
A character is Demoralized when reduced to 0 Morale.
Even in a non-combat encounter, the GM should keep track of player actions. When all PCs have taken an action (or decided not to), a new round starts. At the start of the third round, the GM takes a special d4 called the Escalation Die and sets it to 1. This value increases on each turn thereafter. When taking a Skill Check, apply a penalty equal to the value of the Escalation Die. This represents increased pressure on the characters due to urgency or weariness.
See [Escalation Die] in the [Introduction] chapter for more details.
The main outcome of a failed Skill Check is that the character fails to achieve whatever they were trying to do. Depending on the situation, they may try again with some penalty or by trying a different approach, or that path may be closed to them altogether. When a party has exhausted other options, they may use the [Fail Forward] action (explained below) to move on from a failed challenge, at a cost
Another consequence of failing a Skill Check is the loss of Morale. Morale is a limited resource that PCs have, related to the use of skills, that is replenished by resting. Characters running out of Morale suffer penalties and may lose Stamina if they fail further Skill Checks. See the [Adventuring] chapter for more details.
With the GM's consent, players participating in a Skill Check that involves interaction with other characters, or where planning is important may replace the usual method of resolving Skill Checks with a Roleplaying Die Roll.
In a Roleplaying Die Roll, instead of rolling a D20, have the players describe in detail the actions the carry out to solve the problem. The GM then judges their performance based on the quality of the solution, and modifies the result based on roleplaying considerations.
Roleplaying Die Roll = Solution Score + Roleplaying Modifier
Solution Score: Use the following values instead of the check d20, based on the GM's judgement:
Roleplaying Modifier: Apply the following modifiers based on the GM's judgement of the role playing:
Once the Roleplaying Die Roll is resolved, add the Skill Bonus and compare with the target difficulty as usual:
Skill Check (with Roleplaying Die) = Roleplaying Die Roll + Skill Bonus
The following actions are available to PCs on Skill Encounters:
There is also a special action that can only be used if all participating PCs agree: - Fail Forward - The Skill Challenge ends. Each participating PC spends 1 Stamina to have a Short Rest - At the GM's discretion, the challenge is overcome or a new path presents itself so that the characters can progress. The characters suffer a minor loss in the context of the story. - Minor loss examples: Wasted time, lost equipment, displeased NPCs, embarrassment, inconveniences.
Players are encouraged to use Fail Forward once other options have been exhausted, or once all characters become Demoralized.
Some times, a GM may present PCs with a complex non-combat scenario that requires several skill checks to succeed - we call this a Skill Challenge. The GM describes the situation and explains one or more problems that need solving, and the PCs attempt Skill Checks. To succeed in a Skill Challenge, a party needs to reach a certain amount of Progress points: an encounter starts at 0 Progress, the party increases their progress by succeeding at Skill Checks, and the encounter ends when the party reaches a set amount or progress, or gives up.
The table below shows appropriate encounters by party level:
Level | Challenge Tier | Required progress | Skill Difficulty - | -- | - | -- 1 | Basic | 3 | Normal 3 | Basic, Long | 5 | Normal 6 | Heroic | 3 | Hard 11 | Heroic, Long | 5 | Hard 16 | Paragon | 3 | Very Hard 21 | Paragon, Long | 5 | Very Hard 26 | Epic | 3 | Legendary 31 | Epic, Long | 5 | Legendary 36 | Impossible | 3 | Impossible
Adjustments by party size:
Partial success: If the players achieve more than half the required Progress for the encounter, they should achieve partial success (determined by the GM). Any negative consequences due to Fail Forward should be mitigated if partial success is reached.
With the GM's consent, players participating in a Skill Check that involves interaction with other characters, or where planning is important may replace the usual method of resolving Skill Checks with a Roleplaying Die Roll.
In a Roleplaying Die Roll, instead of rolling a D20, have the players describe in detail the actions the carry out to solve the problem. The GM then judges their performance based on the quality of the solution, and modifies the result based on roleplaying considerations.
Roleplaying Die Roll = Solution Score + Roleplaying Modifier
Solution Score: Use the following values instead of the check d20, based on the GM's judgement:
Roleplaying Modifier: Apply the following modifiers based on the GM's judgement of the role playing:
Once the Roleplaying Die Roll is resolved, add the Skill Bonus and compare with the target difficulty as usual:
Skill Check (with Roleplaying Die) = Roleplaying Die Roll + Skill Bonus
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