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RPStats - Ability Checks

Keywords: RP-ABILITYCHECKS, RP_ABILITYCHECKS, RP-ABILITY-CHECKS, RP_ABILITY_CHECKS
. In addition to roleplaying, ability checks are key in determining the outcome of an interaction. For example, your roleplaying efforts can alter an NPC's attitude, but there might still be an element of chance in the situation; therefore, your Dungeon Master may call for a <Charisma> check at any point during an interaction if he or she wants the dice to play a role in determining an NPC's reactions.

Ability Checks are made by making a 1d20 + <Relevant Statistic> against a Difficulty Class determined by either these rules, or created by the Dungeon Master. Examples of how each statistic might be called on are as follows:

Strength: Climbing a rope, swimming in rough water, forcing open a door, break free of bindings, etc.

Dexterity: Walk across an icy surface, planting or stealing an object, conceal an object, conceal yourself from enemies, pick a lock, disarm a trap, etc.

Constitution: Keeping your concentration on a spell, holding your breath, dehydration and/or starving.

Intelligence: Recall information, identify people/places/objects, identify a particular trap, decipher a secret or coded message, determine time or cause of death, estimate material worth of an item, etc.

Wisdom: Spot an object or landmark, determine whether someone is lying or disguising themselves (or intentions), follow a set of tracks, calm an animal, stabilize a dying creature, diagnose an ailment, etc.

Charisma: Fast-talk or con someone, adopt a disguise or impersonate another, tell a convincing lie, intimidate someone or something, conduct a performance (ie play an instrument), persuade someone to do something, etc.

Recommended Difficulty Classes:

Easy ----- 10
Moderate ----- 15
Hard ----- 20
Very Hard ----- 25