General Skills
In a dungeon or in the wilderness, adventures are assumed to be constantly using these general skills: Search for hidden doors, traps, objects, listen at doors, move silently, hide in shadows, spot danger, climb sheer surfaces, track game, navigate and map, forage for wild edibles, administer first aid, jump gaps, balance narrow ledges, ride a mount, and swim rough water.
There's no need to record these skills on the character sheet. When the player declares an action, the DM will determine how to resolve it, usually by having the player make an ability check by rolling a d20, adding bonuses or penalties, and meeting or beating a target number. Only some classes improve skills as they gain levels, such as the Thief and Ranger.
Players and DMs may work out when a character's race, class, or background justifies a bonus to any skill check, for any of these skills or other skills not listed that you can imagine.
Thief Skills - Thieves improve at the following skills as they gain levels:
*Pick Pocket
*Open Locks (requires Thieves Tools)
*Disarm Traps (requires Thieves Tools)
Climb (Requires rope and/or climbing gear. The thief has a significant climb skill.)
Move Silently
Hide
Listen
*Backstab (this is actually a special attack, not a skill)
*skills exclusive to Thieves
Other Skills
In a rules light game, the DM will make rulings regarding other skills. Such actions will typically be resolved as ability checks. Listed below are some classic and modern skills with brief explanations. You may use them as reference and inspiration for actions in play.
Animal Handling to command or train animals, appraise the monetary value of an item, gamble at games, gather information such as news, gossip, and rumors, commit forgery, escape artistry, disguise, speech such as bluff, diplomacy, intimidate, communicate with another creature who doesn't share a language, or read lips, decipher script to identify writing, craft makeshift objects or minor ordinary objects with artisan tools, performance arts, concentration on spellcasting in the presence of distractions, medicine to diagnose and treat injuries or illness, work a profession or trade, recall or learn knowledge or identify something unknown, sense motives of a creature, sleight of hand to use the hands to conceal an object, spellcraft to identify a spell, magic research to learn new spells or create magic items, tumble and perform stunts or acrobatic feats, use rope to secure a grappling hook, tie a knot, or bind a creature, use magic device to activate an magic item.
DM Tips
- Target numbers are in reality, arbitrary. Set a target number for a skill check based on a reasonable difficulty. Come up with a difficulty scale, such as ~7 for easy, ~12 for medium, 17+ for hard. Adjust the difficulty towards easy as the characters level up to represent how they improve.
- You don't need to roll for everything. Rolls are required if you determine if there is a chance of failure and if there are consequences for failure.
- The DM is in charge of the rules. You can make up any rules, just let the
players know what kind of rules they're going to be playing with. A good
time to discuss homebrew rules is when inviting new players to games or
at session zeros.
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