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Using Skills: D&D 5e 

Treantmonk's Temple
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Timestamps:
0:00 Intro
2:29 Terminology
3:12 Ability Checks
7:20 Degrees of Success
9:15 Phantom Ability Checks
9:55 Opposed Checks
10:59 Skills
12:12 Skills with Different Abilities
13:44 Passive Checks
16:30 Working Together
17:43 Group Checks
18:43 Improvements to Skill Rules
20:50 Archmage Patronage

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30 июн 2024

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Комментарии : 259   
@bringitonbatman
@bringitonbatman 5 месяцев назад
This is what I want from more RU-vidrs, "I'm behind, so I'm gonna do one day a week for a bit to catch up". No apologies, no promises, he's made a decision about his channel and he's letting us know and the rest of the episode flows uninterrupted. Awesome
@timjensen4320
@timjensen4320 5 месяцев назад
And now they'll release a new UA this week just to throw a wrench in his plans...
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
lol, I would give a kidney to know the release schedule for those damn things
@StarRightStarTight
@StarRightStarTight 5 месяцев назад
No one wants to see anyone get burned out.
@Dogo.R
@Dogo.R 5 месяцев назад
From his about being a youtuber video he knew that january ad rates would be lower. So I assume he decided to spend the holidays with family and let his backed-up videos handle the holidays, and then slowdown at january as he re-fills that backup while the ad rates are low. I like it. EDIT: I commented this outside of this reply chain (in just the normal comment section) and he replied with this: "That would be really smart. In reality, it's kind of a coincidence, I worked through most of the holidays but recent videos have been taking me longer and my buffer has whittled down to the point where I'm needing to catch back up."
@purpleniumowlbear2952
@purpleniumowlbear2952 5 месяцев назад
So glad to see this getting covered. Skill checks (I mean ability checks) are such a major mechanic, and in some campaigns they define outcomes way more often than combat, yet optimizing channels often focus so little on them in comparison.
@marifrit2490
@marifrit2490 5 месяцев назад
Ability checks are DM fiat. It's not worth optimsing unless you know how your DM handles them and still the answer to optimizing abilitychecks is just play bard or find ways to solve things without even needing to make the check.
@fizhing
@fizhing 5 месяцев назад
Can you do one on tools? They're really fun to use in my opinion, you should go take a look at the xanathar's options
@anonymouse2675
@anonymouse2675 5 месяцев назад
Thank you friend!
@captvalstrax
@captvalstrax 5 месяцев назад
I also feel like this is a very undercovered part of the DnD rules.
@karatekoala4270
@karatekoala4270 5 месяцев назад
I was thinking the same cause I like tools and using them in game.
@ArticleNoun
@ArticleNoun 5 месяцев назад
I second this
@TheNinjawithboots
@TheNinjawithboots 5 месяцев назад
I third this.
@anonymouse2675
@anonymouse2675 5 месяцев назад
You might want to do a video on Tool Proficiencies as well. Both because they interact with skills, but also because they are not understood by most players and evens DMs. edit: For example Carpenter`s Tool Proficiency and Investigation Proficiency when searching for a hidden door in a wooden building. Both Proficiencies would apply in that particular case. Xanathar`s suggests on page 78 that the check would then be made with advantage...
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
It also seems that rule will be in the 2024 phb
@MalloonTarka
@MalloonTarka 5 месяцев назад
A lot of people think you do a Dexterity (Slight of Hand) check to pick locks, but need to be proficient in Thieves' Tools as well, and being proficient in both gives you advantage. Nope. Just a Dexterity check, plus proficiency if you're proficient in Thieves' Tools. But so many players aren't used to making ability checks without skills that the idea confuses them. Me. I used to be players.
@seanrosetta3079
@seanrosetta3079 5 месяцев назад
Yeah, I don't even understand how people got this idea. Also, I sometimes call for Intelligence checks on lockpicking if the lock is very complex or more of a puzzle lock.
@JustinReeves
@JustinReeves 5 месяцев назад
6:50 If it's impossible don't let them roll. Likewise if it's possible but doesn't matter to the narrative or gameplay goal, don't ask for a roll. Don't ask for rolls where you can't handle the consequence of either a failure or a success.
@JustinReeves
@JustinReeves 5 месяцев назад
Nothing beat the incredulity in my wife's voice when she was investigating a wall for hidden switches for this magic boulder trap and rolled a 20 and her brother the DM told her she finds nothing (because it's just magic and there's nothing to find...there)
@JustinReeves
@JustinReeves 5 месяцев назад
I should have let it play 😂 Hah
@SortKaffe
@SortKaffe 5 месяцев назад
I love degrees of success! I hope the 2024 rules update doesn't introduce too many new abilities that trigger on failed checks.
@Finalplayer14
@Finalplayer14 5 месяцев назад
For the "Degrees of Success" 7:20 - 9:08 there are some examples in 5e. Some of the Downtime Activities in Xanathar's Guide have something like it: Selling Magic Items states that depending on the total of your Charisma (Persuasion) roll the offer made to you could be 50% (1-10), 100% (11-20), or 150% (21+) of the base item's value. Doing Research has a similar system where you could find no lore (1-5), one piece of lore (6-10), two pieces of lore (11-20), or three pieces of lore (21+). As to how it interacts with features or items or spells that call for "Failed" checks, those are still a little tough. I'd say for something like research where you clearly get nothing it should work for it there, but for something like selling the item, you are getting something still but its not as much as it could be. So DM Discretion?
@mal2ksc
@mal2ksc 5 месяцев назад
You would get a certain bargaining price even if you made no attempt to bargain. That's the "fail state" if you do make a check. The fact that it's a _tolerable_ fail state makes no difference.
@evieeevee
@evieeevee 5 месяцев назад
Your advice and the Dungeon Dudes’ has been very helpful to me regarding skill checks. I have my players use basically all their skills in appropriate ways. I make sure not to slow down play asking for ability checks to accomplish fairly basic things and also won’t let my players make an ability check for something that’s impossible. For instance, I have an eloquence bard who makes ridiculous deception rolls when appropriate, but he also tends to lie so outrageously I have to forgoe the charisma check (with deception) altogether. I feel like I do good job as a DM managing ability checks and skills even tho I struggle in other areas (like running combat) and you all helped me a lot with that, so thank you.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Thanks! Pretty much every vid the DD's put out is quality content.
@joshuawinestock9998
@joshuawinestock9998 5 месяцев назад
I love using Charisma (Investigation) checks for when players are probing a town/tavern/party for gossip and info; it IS a little harder to explain, but I think it's worth it
@zebeev
@zebeev 5 месяцев назад
Sounds like a Persuasion (Charisma) check to me. Much in the same vein of PF2's Gather Information activity: You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic. The GM determines the DC of the check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.
@godsamongmen8003
@godsamongmen8003 5 месяцев назад
I dislike the investigation skill in general. An in-depth investigation would cover various types of specialized knowledge, leaving investigation sort of out in the cold.
@ATMOSK1234
@ATMOSK1234 5 месяцев назад
Investigation is mainly intended to find things. Hidden doors, traps, see through illusions etc.
@ChristnThms
@ChristnThms 5 месяцев назад
One thing I've been doing for a while, that seems to be in line with all this, is finding ways to use knowledge skills in combat, and combat skills out of combat. For instance, the Paladin is the first to land a hit on the new monster and I immediately ask him for a Int (Nature) check. If he rolls well, he learns something about the monster that may help the group. Out of combat, I try to include things that have a physical or magical component to their success. A continual light source suspended too far up for mage hand might require a carefully aimed arrow to disable, so that the Rogue can sneak through the hallway later.
@MalloonTarka
@MalloonTarka 5 месяцев назад
Having Intelligence skills let players know the strengths and weaknesses of the monsters their fighting (assuming they're more than sacks of hit points with a pointy end) is a great way to rescue it from being the standard dump stat.
@RevocerGM
@RevocerGM 5 месяцев назад
For passive skills, I sometimes use it as a guide for calling out an ability check when players havn't prompted it. So, if a PC has a passive perception of 15, and that would beat the DC of what's hidden, that may prompt me to ask that player for the check. I mostly play with newer players, so I find it just gives them a nudge on things they may want to keep an eye out. Of course, any player could have their character be looking out for danger/clues/treasure etc, and I'd ask the check anyway, regardless of their passive score.
@CivilWarMan
@CivilWarMan 5 месяцев назад
One possible use of passive skills is to have them act as the DC for active checks against another character where an opposed roll might not be necessary or appropriate. The classic example is the party attempting to sneak into a guarded castle, but the guards have not been alerted to any intruders. The party would roll Dexterity (Stealth) checks, with the DC equal to the Passive Perception of the guard. If you wanted to make that particular scenario more engaging, you could expand it so if someone fails, they don't get spotted immediately, but the guard becomes alerted to something being amiss and starts being more vigilant. In this case, the guard would start making active Perception checks. For the players who failed the initial Stealth check, it's an opposed check of the players' Dexterity (Stealth) versus the guard's Wisdom (Perception). Any players who lose the contested roll are spotted, and any players who win the contest check successfully hide. For players who succeeded on the Stealth check when the guard became alert, and on subsequent turns for players who beat the guard in an opposed check, the guard's Perception checks are made with the players' Passive Stealth scores as the DC. If the guard's Perception check beats a player's Passive Stealth, that player almost gets spotted and has to start making opposed rolls. If all players are successfully hidden (so the guard is rolling against the Passive Stealth of all party members), and the guard's Perception roll fails to beat anyone's Passive Stealth, then the guard starts to become complacent again and the players go back to rolling against the guard's Passive Perception.
@rogerwilco2
@rogerwilco2 5 месяцев назад
I use passive checks a lot as the DC for other checks. Especially where it would otherwise require a lot of rolls. And succeeding would only start a process where more active checks are needed.
@rogerwilco2
@rogerwilco2 5 месяцев назад
@@CivilWarMan Yes I use it in a similar way, as a trigger to start using active rolls.
@foldionepapyrus3441
@foldionepapyrus3441 5 месяцев назад
Indeed. Passive is a good thing to keep track of generally. To then alert the players 'your danger sense is going off' in some way when they are not actively looking for trouble. For instance Samwise noticing the creepy stares from a shadowy corner focused on Frodo in the Prancing Pony - passively alert enough to feel like something is wrong 'you have the feeling you are being watched', call for the check which allows them to learn more, realise why they feel that way, who is watching them etc. And even if they then fail that check they are now on alert for something. But in the case of these things the passive will only ever IMO take you so far - it is the alertness that you might want to do something, but it is still up to the players to choose how to respond - a Barbarian Sam might not want to look around and spot whomever is spying on them or care that this particlar floor tile is clearly 'wrong' but just want to smash through whatever challenge is offered. And I still won't call for that check for certain if the players are acting in a way that doesn't fit with actually succeeding. So for instance if Sam had been recklessly partying with Merry and Pippin and so not at all on the alert he wouldn't get that check even though his passive was high enough to notice something. Or if they are running through a primitively trapped corridor playing with a football - even though they should have passively noticed the trap by the numbers they won't. (Though maybe give them a chance to do something just as they trip the trap for a fun moment that rewards as perceptive character a bit).
@maxmazzel
@maxmazzel 5 месяцев назад
Absolutely love degrees of success, and failure as well. It might not technically be in the rules but there have been several things printed with degrees of failure. Some items for example have an additional effect when you fail by 5 or more etc. (Infernal Puzzel Box is one)
@aodhfyn2429
@aodhfyn2429 5 месяцев назад
Skills are highly variable based on GM. I've mostly had just one GM, so I can't experientially speak to other GMs, let alone averages. So, even more than every other mechanic, I think the most important thing to consider when choosing skills and expertise is your specific GM. For instance, I'm currently playing a Tactician Rogue (the Tactician is my own Subclass, but has totally nothing to do with skills) and doing really well in the social and infiltration arenas. I chose Expertise in History. Normally, History is almost never called for at my table. But I noticed that my GM was liable to call for it in certain contexts that were very likely to arise given my Rogue's approach to that campaign's challenges. As it is, History is currently competing for my fourth-most used skill, and has helped me navigate social interactions not just successfully, but in the way I envisioned him when I crafted him.
@chrisg8989
@chrisg8989 5 месяцев назад
Histroy - Any time your PC has a question about World Lore, creature Lore, etc. Or if they are trying to recall somthing form a previous session or conversation. Perfect for History checks.
@bonzwah1
@bonzwah1 5 месяцев назад
I actually think skill checks in DND 5e are really well designed. The basic system is incredibly simple and elegant. It really lets the advantage system shine. Applying proficiency is incredibly flexible. And all the optional rules provided by the core rulebooks are actually useful and good suggestions that you can take or leave if it fits your game. I really enjoy the flow of 5e outside of combat
@foldionepapyrus3441
@foldionepapyrus3441 5 месяцев назад
The only downside to ruleset as flexible and loose as 5E is the DM/Player combo's that can't deal without exactly prescribed rules. There is definitely a need for the art of compromise in all parties playing a game like D&D as the rules - if only as brought up here to put those boundaries on just how persuasive it is possible to be - the you can't buy a magic item for a copper etc.. Which won't suit everyone who might want to play TTRP - and really the optimiser community are more likely to be problematic than the Roleplayers who are there for the story above all.
@gloryrod86
@gloryrod86 5 месяцев назад
I actually think that it's a huge factor in the success of 5e. So simple, so versatile, so easy and fun to run and play. And basically all the game play out of combat is based on it.
@bonzwah1
@bonzwah1 5 месяцев назад
@@foldionepapyrus3441 Pathfinder 2E does actually provide a lot of set DC's for the GM to use. In my experience playing that system, we often disagree with DC's prescribed by PF2. So there's no winning either way.
@bonzwah1
@bonzwah1 5 месяцев назад
@@gloryrod86 I completely agree. If there's a part of D&D 5e that works really well it's any situation where the game is reduced to an ability check vs some dc set by the gm. Specifically the advantage disadvantage system gets to really shine when this is happening.
@foldionepapyrus3441
@foldionepapyrus3441 5 месяцев назад
@@bonzwah1 I entirely agree there is no one right ruleset or system - pick whichever one suits your group (or play off script in whatever way your group likes). I was simply pointing out the 5E style is not what everyone will want.
@noblesword5583
@noblesword5583 5 месяцев назад
I like to use the variant rule for skills because it allows me to ask my players how/what they are doing more often. I feel like this lets them more role play opportunities to narrate their own actions gaining more engagement in the scene/session. Their description also helps me to decide what ability is best used for the root if not a different skill than i originally thought all together.
@Elkay_J
@Elkay_J 5 месяцев назад
So glad to see you cover skills like this! I feel like (at least in any game I've ever been in) if you aren't actively in combat, skills are the vast majority of what you use. So if you want to optimize, skills are necessary to keep in mind to be optimized out of combat. Especially when skill challenges have been gaining popularity recently
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Good points
@jasonp9508
@jasonp9508 5 месяцев назад
Your best video in a while IMO. An important part of the game to review and reframe, even for this veteran DM.
@uathomas922
@uathomas922 5 месяцев назад
The amount of grief I see online because DMs run Ability Checks by the rule that Players decide when/what check to use. Oh man. It’s SO important that DMs are the ones calling for checks. Second worse is DMs altering the check DC based on the character making the check. Sure DMs can do what they want - but both of these situations lead to so much headache and classically frustrating DM situations. P.S. All that said I do like the new examples of ability checks in Onednd. It *almost* looks like it’s more “player facing” now but could be wrong.
@MalloonTarka
@MalloonTarka 5 месяцев назад
DMs altering the DC based on the character makes sense in a system where the only way of influencing the outcome of a roll besides the number on the sheet is giving them advantage or disadvantage. Often, those two just don't reflect the many nuances that can make a check more difficult or easier for a particular character. So there's only one other way do doing it besides homebrewing bonuses, and that's setting the DC.
@TroyKnoell
@TroyKnoell 5 месяцев назад
I love the guidance on ability checks. It can be hard to know when to use what. Also, when to use passive and not active. I try to use passive perception or passive investigation to give an automatic clue. Then force an active check. Also, for many of the skills, like Arcana, I require proficiency to be able to even make the check. I think it was Tasha's or Xanathar's that had some guidance on when to apply a specific skill. Like for dragons, I think it said one could use Arcana or History.
@justinpicard9292
@justinpicard9292 5 месяцев назад
I love this video. More like this please. It’s dm focused optimization that’s less about number crunching and more about playing the game by the rules well
@chris-the-human
@chris-the-human 5 месяцев назад
there's also using different skills towards the same check like substituting Nature checks with Survival so a Druid or Ranger can actually be good at knowing things about nature
@MalloonTarka
@MalloonTarka 5 месяцев назад
In optimised D&D, clerics and paladins don't know shit about religion, druids and rangers don't know shit about nature, and intelligence is irrelevant to medicine.
@chrisragner3882
@chrisragner3882 5 месяцев назад
Very cool ideas, Chris! I have called for an ability check to see the number to determine how confident the character is in say their knowledge about something, whether it be history or if they think they can tackle breaking the lock or to determine how long it will take them to succeed and not whether there is a chance of failure. And that’s handy if one is using a timer.
@Cassapphic
@Cassapphic 5 месяцев назад
Glad to be reminded of the rules for group checks, in my last session one of my players was trying to barge into the locked room of a shop while in plain view of the merchant and another player and the merchant herself both tried to pull him back, I just had both make athletics checks and for the two pulling added together, and because the fighter had atheltics expertise he still almost beat their combined check (both players rolled nat 20s)
@Mike_Hogsheart
@Mike_Hogsheart 5 месяцев назад
I sometimes use a variant of "degrees of success" where the task will succeed no matter how bad the roll, but the result the characters roll determines how much time the task takes.
@mal2ksc
@mal2ksc 5 месяцев назад
For picking locks or disarming traps, I generally say: if you fail the check by five or more, you can't try again. The trap springs, or the lock is now damaged, etc. You're going to have to come up with another plan like smashing the chest, ramming the door, or something in the case of a lock. If you set off a trap, generally the trap just resets unless that makes no sense given how it works. You can continue to try to disarm it, and you can set it off more than once. Some traps are distinctly "one and done" though, like boulders falling out of the ceiling. As long as you don't catastrophically fail, you can try as many times as you like, but after three tries I'm making a random encounter check. Also, setting off traps can be quite loud, and attract attention from residents of adjacent areas. This means even if you're using Mage Hand to disarm a trap and nobody gets hurt when it goes off, you've still blown any cover you may have had, and put a target on your heads.
@Reoh0z
@Reoh0z 5 месяцев назад
Having played on a few different tables, you definitely want to check in with your DM/Table on skill use as they do not get used the same everywhere. You might float the idea of using them another way, but ultimately as a player it's not going to be your call. To spare yourself disappointment and regret don't assume, check in and ask questions so you'll know when making a character.
@swxqt6826
@swxqt6826 5 месяцев назад
Regarding “Degrees of Success” Dungeon Master’s Guide, Page 242 does actually mention “Critical Success.” It works similarly to how you described it, although, it only triggers on a “natural 20” or “natural 1.” Degrees of failure are also mentioned.
@Dogo.R
@Dogo.R 5 месяцев назад
From your about being a youtuber video you knew that january ad rates would be lower. So I assume you decided to spend the holidays with family and let your backed-up videos handle the holidays, and then slowdown at january as you re-fill that backup while the ad rates are low. I like it.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
That would be really smart. In reality, it's kind of a coincidence, I worked through most of the holidays but recent videos have been taking me longer and my buffer has whittled down to the point where I'm needing to catch back up.
@rileypeterson7381
@rileypeterson7381 5 месяцев назад
Every part of this video was top notch. And the +1 golf club image recurring as much as it did was simply incredible
@stevesmith4600
@stevesmith4600 5 месяцев назад
I'll definitely miss seeing two videos a week, but it's only temporary, and I understand the reasoning. Thanks for calling this out up from, so I can better manage through my Treantmonk withdrawals. I'll just have to watch old build videos to sustain me through this time. In all seriousness, no problem, and I appreciate that you told us.
@WizardVolovik
@WizardVolovik 5 месяцев назад
Hey Chris! Awesome video! I noticed you missed a hidden rule for ability checks in Tasha's book. Parleying with Monsters, p. 148, there is a guide for knowledge ability checks and skills required in the table "Monster Research", and with the following text: "Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for a relevant ability check equals 10 + the creature's challenge rating.". There, for exemple, if you want to know about dragons, you could use Arcana, History or Nature ability check. As a DM, I say to the player choose which skill they want to use from the options provided in the table.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
I am covering that in my video next week, but specifically in regards to the skills on that wacky chart.
@RobKinneySouthpaw
@RobKinneySouthpaw 5 месяцев назад
13:41 I love using this rule. I often use Charisma(Stealth) for someone trying to act natural and unobtrusive in a crowd.
@thereaIitsybitsyspider
@thereaIitsybitsyspider 5 месяцев назад
I feel like certain skills will always be better than others depending on the campaign. Anything under the Intelligence umbrella is DM dependent. Even making scrolls requires the DM giving you the resources for it. Charisma checks can usually be strongarmed out of a DM. The least useful imo is performance. Intimidation is weird because it's a dump stat for most intimidating characters. Athletics is almost always good. Dexterity skills are a mixed bag. Acrobatics is often interchangeable with athletics. Stealth is great if the dm doesn't make it like BG3 stealth. Sleight of hand is really only good if the player leans into it. Wisdom is even more of a mixed bag. Perception can range from great to mandatory. Some DMs will make things that ought to be Survival or Investigation checks into Perception. Swathes of Survival checks can be rendered obsolete by being a ranger or having the Outlander background. Medicine might as well be one of the Intelligence skills. Insight is useful if the DM knows when to call for it. Lastly, Animal Handling is highly circumstantial.
@chrisg8989
@chrisg8989 5 месяцев назад
I like to pair 2 types of skill checks together. And have Class specific advantages. "The item has a magical aura to it, but its hard to discern what the nature of the magic is." Arcana or Insight skill check. Arcana success: You're knowledgeable about Magic items, you can see the tell-tail signs of a curse upon this item. Insight success: You have experience working with Magical items, and this particular item gives you a bad feeling. Class Specific Advantage: Ranger. You have advantage on tracking creatures or finding food and water. (Survival) Barbarian. You can use your strength modifier when intimidating a creature, so long as you utilize your physical strength with the Intimidation. Etc.
@mal2ksc
@mal2ksc 5 месяцев назад
I only use passive Perception for one thing: to determine if you notice something you're NOT directly observing, something in your peripheral vision. If you're looking at it, I'm rolling for it, and because of this and the whole meta-gaming aspect of asking for a roll, I am doing constant Perception checks for every character in the party and not telling them the results. I don't even tell them what the roll is for, but they can take a pretty good guess since I ask for everyone's Perception bonus at the beginning of a session, and it's on them to tell me if it improves during the session. I have 24 different sets of dice, so I can generally find a d20 that approximates each player's own (even when we play on an improvised VTT we still have colors to help identify each other on the map), and I can throw them all at once. Most of the time I don't have to do any calculations, it's obvious more than half of them passed the check or it's a check where only one of them needs to succeed (like seeing a secret door) so I end up doing one, maybe two calculations. For example: The ranger has a +8 and everyone else is +4 or +6, so I'll always calculate the Ranger's score unless it's obvious it'll fail, then I'll go down the list from highest die downward until I run out or it's obvious the remainder are fails. I don't necessarily give the credit to the one who got the highest score, it might instead go to the character closest to the thing being sought who also had a successful Perception check. The other one that gets used a lot is Stealth. At the very least, it's wise to keep out of the "disadvantage on Stealth" armor types, and/or make sure you've got someone who can cast Pass Without Trace. Even if you aren't actively trying to sneak into enemy compounds, sometimes you have to duck out of the way when they just happen to walk by. So I'd say Stealth sees the most use at my table after Perception, although the players may think it's the other way around because I'm making so many silent Perception checks. After that it splits depending on where you are. You'll probably be asked for lots of Insight checks when in a city nosing around and asking questions, but few in a dungeon crawl. The Charisma skills other than Persuasion get used very little, but when they do get used, they can be quite effective. It's thematic to have a skill that aligns with a high-CHA character's style, so the player is likely going to manufacture ways to use them. But for normal-CHA characters, Persuasion is probably the only one that would be worth taking because there's either going to be someone better than you at intimidation, deception, etc. or they're just not a major element of your party's style.
@chrisg8989
@chrisg8989 5 месяцев назад
Sounds like the commenters DM needs to up his Game. Good thing Treantmonk is here to the Rescue!
@Psuedo-Nim
@Psuedo-Nim 5 месяцев назад
I do like the variant rule for using attributes, but I employ it sparingly. Usually by player creative request. It seems like a good chunk of a video could be used in that murky grey area of "Acrobatics vs Athletics."
@MalloonTarka
@MalloonTarka 5 месяцев назад
"I'm the most agile person ever, but because I put no points into strength nor have proficiency in athletics, don't ask me to climb a tree. I physically can't."
@tonioftw
@tonioftw 5 месяцев назад
@@MalloonTarka If you're too weak to pull yourself up (i.e. very low Strength, no Athletics proficiency), then yeah, makes perfect sense you can't climb a tree, regardless of how agile you are.
@MalloonTarka
@MalloonTarka 5 месяцев назад
@@tonioftw Thing is, true agility _needs_ strength. It makes little to no sense that a character can do insane cartwheels, balance on a pin, and, I quote "dives, rolls, somersaults and flips", but not be able to climb a tree. The point isn't that the mechanics are inconsistent. They aren't. The point is that the mechanics do a bad job of reflecting the fantasy of a super lithe, dexterous, agile character, because some parts of that fantasy are given over to another stat, one that such a character usually dumps, because they're not interested in the fantasy that other stat provides, ie. large muscles, being good at grappling, being able to lift boulders, etc.
@ms4eji0bek
@ms4eji0bek 5 месяцев назад
Finally, a person read the actual rules the game was designed around! I wonder why it took almost 10 years for the ability check system to start entering public consciousness as intended.
@vortigern7021
@vortigern7021 5 месяцев назад
What I found Interesting in the book 'ghost of salt marsh' for fire checks it's asked the Surgeon to do an ability intelligence (medicine) check.
@ArticleNoun
@ArticleNoun 5 месяцев назад
Very helpful. Looking forward to the next video.
@goodgulfgas
@goodgulfgas 5 месяцев назад
"The DM calls for the check" Shout it from the rooftop! I have a big pet peeve with players asking for checks or even declaring that they are going to make a check.
@gridlock489
@gridlock489 5 месяцев назад
I do think it's important for players learning the game to understand that it is a "Roll for Intelligence" and not "Roll for Investigation" BECAUSE claiming the roll is for a skill over-complicates something meant to be fast. Using virtual tabletops, it's easy for new players to think that clicking "Investigation" is some hidden formula and not just "a d20, your bonus, and maybe your PB." The *most* important part is a d20 being rolled, and it requires far less thought! You might get an 18 and all of the time spent reminding yourself of bonuses is irrelevant anyway. Shaving off a few seconds of gameplay really affects the Flow state of everyone at the table Excellent content as always!
@isaacthek
@isaacthek 5 месяцев назад
When it comes to "reroll on failed skill checks" I read that as part of the players choice, because typically they'll only choose the reroll on a failure. For a degree of success type roll, you can allow them to choose whether to roll to achieve a higher number. Whether this gets presented as advantage (i.e.: you figure out x lower success but then try to jog your memory for y harder success) or replacement (not letting them know the degree of success until after all rolls are resolved) would be DM Fiat.
@TheMadJestyr
@TheMadJestyr 5 месяцев назад
The way I have always dealt with degrees of success are: I set the top DC at 30 and the bottom at 5 (less than that is an auto fail, but no critical failures), and I split the possible results in 6 groups of 5. So a shopkeeper with a top end reduction of 10% would be 0-5 0%, 5-10 2%, 10-15 4%, 15-20 6%, 20-25 8%, and 25-30 10% I keep combined lists for various things. There is a cheap/unfriendly list, an average list, and a generous/friendly list. 50% chance on the first two, the third has to be earned.
@life-destiny1196
@life-destiny1196 5 месяцев назад
Before watching the video: my DM goes hard on lore, so whoever goes into expertise on random INT skills is uncovering all the fun dirt
@life-destiny1196
@life-destiny1196 5 месяцев назад
Pedant brain is very happy you pointed out that "skill check" is an informal term, not a real thing
@life-destiny1196
@life-destiny1196 5 месяцев назад
Another variation that comes up at our table a lot is cumulative DCs. For instance, one of our campaigns had opportunities for training. Essentially, characters choose a project, the DM assigns a relevant ability or skill, and the characters periodically get opportunities to roll the check, which completes when the cumulative total beats the DC. Most of the rewards were in the form of proficiencies or a curated list of feats. This works great for many long-term projects such as building construction. We had a more complex variation show up in our diplomacy campaign, where a similar idea was used to track reputation with various factions.
@LordOz3
@LordOz3 5 месяцев назад
I mostly use passives to set DCs for opponents - such as the example for stealth against characters' passive perception. Something do with group checks, such as the team sneaking by a guard, is allow 2 points of success offset 1 point of failure as opposed to half the team succeeding.
@anathema1828
@anathema1828 5 месяцев назад
Super helpful and organized. Thanks for posting!
@andrewkenny3544
@andrewkenny3544 5 месяцев назад
Hey i just wanted to say that your channel has invaluable to me as a combat and dungeon heavy dm.
@elijahkeytickler
@elijahkeytickler 5 месяцев назад
Hi Chris! I and many others would love to see you do a video filling out the MCDM RPG playtest survey like you do for the One D&D surveys!
@CivilWarMan
@CivilWarMan 5 месяцев назад
Something similar to the degrees of success that ties into the whole "I roll persuasion to get the shopkeeper to sell me this magic item for a copper piece" kind of player that I've seen bandied about is to let the player roll the ability check, and set the DC on what the player needs to roll to avoid negative consequences. So it's more like degrees of failure. For example: The player demands that the shopkeeper sells them a magic item for a copper piece. The DM has them roll a Persuasion check (at disadvantage if the player is particularly belligerent or aggressive about their demand). If they roll 25 or higher, the shopkeeper thinks their joke is pretty funny, and while they aren't going to sell the item for a copper, they are open to being haggled down to giving a slight discount. If they roll 20-25, the shopkeeper is willing to sell the item for the listed price and no less. If they roll 15-20, the shopkeeper is willing to sell the item, but their attitude towards the player worsens, so any further attempts to haggle will have a higher DC with further failure causing a mark-up in price or refusal to sell. If they roll 10-15, the shopkeeper will outright refuse to sell them the item and ask them to leave. If they roll under 10, the shopkeeper will have them physically thrown out by their guards. EDIT: Obviously, that example is for players who are making unreasonable demands. If a player haggles in good faith by being friendlier or starting at a more reasonable offer, the DCs can be lower, the consequences for failure milder, rolled with advantage if done well, and result in better outcomes on a success.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Degrees of failure actually are in the rules (DMG)
@CivilWarMan
@CivilWarMan 5 месяцев назад
@@TreantmonksTemple Well, shows how much of the DMG I've actually read. (Spoiler Alert: Not much)
@remarkablerocketlaunches2260
@remarkablerocketlaunches2260 5 месяцев назад
This was a needed series Thank you Chris 💯
@StarRightStarTight
@StarRightStarTight 5 месяцев назад
Yup. As A DM I am looking for ways to make the skills relevant in the sessions. THANK YOU!!!
@anonymouse2675
@anonymouse2675 5 месяцев назад
One thing I`m personally big on is Tool Proficiencies as well. Everyone at my table gets one free Tool Proficiency if they don't already have one. They make make for great roll play potential, and are basically a much more specialized Skill Proficiency. A Tool Proficiency basically means you are a fully trained professional in a particular field, with all the knowledge that implies. Blacksmith`s Tools? You are a Blacksmith with knowledge about forging techniques, alloys, and any materials involved in the blacksmithing process. How would a Blacksmith view the world? What if they find some random Goblin weapon? "Well the steel is good, but this was forged at too low a temperature so it`s completely riddled with stress fractures, I`m surprised it didn't break on them already." I also like to let my players use said Tool and Skill Proficiencies for things like building a temporary shelter(Carpenter,Survival), throwing up a barricade, things like that. They interact with Skills, Xanathar`s on page 78 suggests that if a player has both, then they make checks at advantage.
@stephenburley4581
@stephenburley4581 5 месяцев назад
As a DM that does regularly use the "Variant: Skills with Different Abilities" rule... I think it has its' ups and downs. On the one hand, it definitely adds an element of power creep. Your players will work out very quickly "as long as I describe everything I do in a way that plays to by strongest ability, I'll always get that +5 modifier on everything". The flip side of this, is I find it really encourages my players to roleplay out their skills more. I get a lot less "I try to Intimidate the guard" and a lot more "I want to demonstrate a feat of strength by snapping this table in two to try and intimidate the guard". Additionally, I find that this power creep usually benefits Martial Classes over Spellcasters (with one particular exception. I'm going to come back to that later). Frequently, spellcasters will aim to use a spell to skip making a skillcheck for a more reliable result, meaning that Martial characters are much more likely to make a skill check in the first place. Probably the most requested ability score exchange I see is Monks asking "can I grapple using my Dexterity". This question is probably going to go away in the next edition, but I think it highlights the general reason that Martial Classes get the most benefit out of this rule change. The exception I wanted to talk about is the general boost that Artificers get out of this change. I've had more than one Artificer at my table realise "if I can describe my knowledge of my tools and use Flash of Genius, I can add 2XProficiency and 2XIntelligence to my checks". As a result, I've had a lot of players really learn a lot about their chosen tools just to get a little numerical boost. Again, I think this is a great thing, and it's made Artificer kind of a staple at my tables, which is something I really enjoy (a lot of my friends work in medicine, so "Medical Tools" has become a permanent addition to the tool list, and it's only a matter of time before I end up with an all Artificer party that's just a travelling hospital, and I can't wait for it). These are really just some general observations, loaded with a lot of my personal preference. Definitely consider your own preferences while considering this rule, but for me it's definitely added a really fun element to my games.
@BerylliumOxide
@BerylliumOxide 5 месяцев назад
Very useful! Been needing this for a while.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Glad it was helpful!
@Pharoom
@Pharoom 5 месяцев назад
I wish the skills with different abilities rule was used more, so that the skills you're good at wouldn't be so strongly tied to your class.
@sethb3090
@sethb3090 5 месяцев назад
Charisma (investigation) to ask around town, wisdom (athletics) to size up the burly guy you're squaring up against, intelligence (sleight of hand) to figure out a card trick
@gaborbazso7812
@gaborbazso7812 5 месяцев назад
The best way to use passive checks is to use them with contested checks, PF2 already uses it as default with good reason. In every other d20 test in DnD you use uniform distribution. If you roll both sides for a contested check since it is an addition of 2 dice rolls, even if one of them is negative that has mathematical consequences. First of all the distribution will be a bell curve instead of uniform distribution. And second the proportionality of the skill level of the character and their luck will drastically change. The proportionality in first level characters is: the worst in that skill will have no prof bonus and -1 from their ability mod and the best will have without expertise is +2 prof and +3 ability mod = +5 total skill mod. That's a range of 7 different numbers and the d20 by definition have 20 different numbers and the mathematical addition rules say that the skill:luck proportionality will be 7:20 at first level. This shows being lucky is about 3 times as important than having the correct skills. If you handle it with 2 rolls instead of one the proportionality will be 7^2 : 20^2 = 49 : 400. That's how important luck will be compared to your picked skills, almost 9 times as important. And I'm flabbergasted that an optimiser who also DMs doesn't know this from the system. The main use-case for passive rolls is to reduce dice rolls and math so that saves time. And the official passive checks isn't the only passive rolls in the system. AC by default is a contested check handled by passive rolls. You have the correct optional rules in the DMG if you want to make it an active check. Just imagine how chaotic (chance based) and long it would be to handle a fight if you used active rolls for both AC and attack. That's exactly what passive rolls are created for and you can also apply advantage rules and extra enhancing abilities like the bless spell on top of that. I hope this was convincing for lots of people to use passive contested checks from now on.
@xiongray
@xiongray 5 месяцев назад
Absolutely. Player's don't call the shots whether they roll an ability check. You roleplay and the DM considers if there's a roll. I wonder if Passive Skills will come up. Still watching the video...
@demnix6210
@demnix6210 5 месяцев назад
How the hell did chris just do a performance check with intelligence? ( good vid, refresher even for experienced dms & good lesson for players)
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
I used the rule variant (thank you)
@neilm838
@neilm838 5 месяцев назад
Love the content. Take the time you need to catch up.
@tomaszjackowski1981
@tomaszjackowski1981 5 месяцев назад
In case of group checks I sometimes complicate rules a little. Instead of "half of team succed means team succeded" I treat each succeded check as one success. And depending on number of sucess team have different thing happens. I have 6 people on team, if usually figure out different outcome if only 2 people succeded or 3 or 4 or 5. It is similar to group checks that are in rules but allows sometimes more flexible results.
@ChrisBerryTN
@ChrisBerryTN 5 месяцев назад
Very handy overview! Nice!
@duhg599
@duhg599 5 месяцев назад
3:12. Thank you, thank you, thank you! I’ve spent a long time retraining my players to _not ask for ability checks_ and instead _describe what their character is doing_ . Players who are accustomed to asking for ability checks are always pleasantly surprised when they say something like “I look around the room,” and I simply tell them what they see, or “I look behind the painting,” and I just tell them what they find. It really encourages interactivity, immersion, and creative thinking.
@LyleAshbaugh
@LyleAshbaugh 5 месяцев назад
Your content is awesome! You should have 300k subs by now
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Maybe one day!
@KaitlynBurnellMath
@KaitlynBurnellMath 5 месяцев назад
In terms of using different ability scores for some checks, I think there's two that are worth using regularly as a DM. One is that you should be able to use a strength intimidation check, at least in some situations. The second is that you should probably allow your monk to grapple with DEX. Now, if you are not the DM, I absolutely wouldn't rely on these when making builds. But these are two that I will usually allow at my table, and would encourage other DMs to allow. (Also, I'm pretty sure they received a lot of feedback about both of these, since these are explicitly spelled out in the OneDnD playtests).
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Good news for Monks in 2024...fingers crossed it survives the playtest
@grantstratton2239
@grantstratton2239 5 месяцев назад
I thought about this for a while and realized I've been DMing off and on, with rare bouts of getting to be a player, for almost 30 years. With ability checks, I usually like to define the skills as broadly as possible, so and flavor my responses according to the skill used. So for the Wand example, I might call for the group to make an Intelligence check and allow the characters to apply either History or Arcana. I'll let them choose which skill to use. Either skill on the tree might be able to get all of the information, but the DCs might be different depending on the skill used. They way that I describe how the character knows the information, and the flavor of the description will be different depending on which skill is used. (e.g. for Arcana-- the construction and magical runes on the wand indicate that... or for History-- You recall the story of ______, the king, who had a wand fitting this description. According to your recollection of the story....) The reason for this is that I want skills to be important, and I want the characters to be able to use them as often as possible, and I want to be sure to include as many different skills as possible so that each member of the team feels useful, and so that the information they provide fits their character and helps them roleplay. Then I can play this out either requiring more successes to provide more information, or to use the help action and to describe how exactly the character providing help provides that help. (e.g. for the help action, the Wizard interpreted the runes and determined the effects and the Bard recalled the lore and suggested things to look out for, which helped to correctly interpret the writing. With separate checks, the Wizard determined the spell effect and the Bard remembered the command word). Another advantage of thinking this way is that I rarely wonder which skill or proficiency to call for. Instead, all I have to do is worry about thinking of AT LEAST one skill that applies. Playing this way often leads my players to ask, "hey, could I use this skill to..." and that's always welcome at my table. Also, when a character asks to use a skill to do something that is stupid, or impossible, I ask them if they are sure they want to do that, and if they persist, their skill role determines how painfully they fail. Like for example, if a character is trying to use persuasion to buy a magic item for 1cp, if they roll really high, the merchant will assume they were joking, and if they rolled really really high, maybe offer to sell it for a price they might have reasonably bartered her down to. If they roll really low, the merchant will decide they were trying to intimidate her or swindle her and will refuse to serve them or maybe call the guards.
@mattdahm4289
@mattdahm4289 5 месяцев назад
Thanks Treantmonk!
@MalloonTarka
@MalloonTarka 5 месяцев назад
I might suggest also mentioning the more detailed method of resolving social interactions mentioned on page 244 of the DMG; instead of just calling for a Charisma check, it takes roleplaying into account too (without making players do all the heavy lifting by themselves) and gives a use for Insight as more than just a lie detector: 1. A creature is friendly, indifferent or hostile. 2. The characters talk with the creature. This can temporarily shift the creature's attitude by one step - both positively and negatively. A Wisdom (Insight) check can help determine the creature's ideal, bond or flaw, which is more effective in achieving a positive attitude shift, but failing the check might give false information that makes the creature less friendly. 3. The characters make a Charisma check. Different DCs are set depending on what you want the creature to do and its attitude. (Not mentioned in the rules, but you could also easily treat this like a check with degrees of success.)
@BB-pn2qv
@BB-pn2qv 5 месяцев назад
Great video topic!
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Thanks!
@Notsogoodguitarguy
@Notsogoodguitarguy 5 месяцев назад
Important skills in Base D&D (at least for combat) - Athletics, Acrobatics, Stealth, Perception. Everything else provides marginal utility and is HEAVILY dependent on DM fiat. In my games I've started taking a page out of PF2e and making skills more useful in and out of combat. And, most importantly, I've stripped some of the usefulness out of Perception, because, if you look at how it's described, it covers like 50% of things that should probably be covered by other skills.
@life-destiny1196
@life-destiny1196 5 месяцев назад
"at least for combat" I mean, sure, those are the only four with explicit rules surrounding their use in combat, but if your DM isn't using the other skills, you're only playing part of the game. The CHA skills come up a lot, for instance, and Sleight of Hand is often used in lieu of Thieves' Tools for detrapping and unlocking. Even a good INT skill bonus can be really handy for uncovering critical information that may affect how you approach an upcoming fight, and in the arctic homebrew campaign I'm in Survival is basically mandatory.
@Notsogoodguitarguy
@Notsogoodguitarguy 5 месяцев назад
@@life-destiny1196 yeah, true. But, at the end of the day, D&D is overwhelmingly a combat simulator, and it shows in the ruleset and the sections in the DMs guide. Skills almost kind of feel tacked on. There's little guidance, little examples, basically - DM, you figure it out. Even in the 2024 PHB, there's like 1 table that has bulletpoint-style description of what a skill might do. I agree that all skill CAN be useful. But, ultimately, they aren't as much as these 4, because they're explicitly named and used in combat rules. That's why I said I was taking a page out of PF2e, because, in PF2e, every skill has a use in combat that is explicitly spelled out. And that has a huge psychological effect on players. I've been playing 5e for like 5 years now. We've almost never used, for example, intimidation in combat, because there's no rules for it. It's literally up to the DM, and if the DM doesn't agree, then tough shit. I started DMing recently and I began putting small things to do with different skills in my game as hard rules, explicitly described in a homebrew document. My players started using them almost every battle. That's why I'm saying those 4 are important, and, if you don't have proficiency in Stealth or Perception, you're at a literal and tangible disadvantage compared to someone that has them. In my game, that's not the case. But, you comment brings a good point, and everyone reading it should take away from it that, if the DM doesn't use most of the other skills, then you should pressure them into doing so.
@life-destiny1196
@life-destiny1196 5 месяцев назад
@@Notsogoodguitarguy Sure, and I guess it's kinda moot whether it's a system problem or a DM problem. It just hasn't been my experience that that lack of guidance leads to those skills going unused, and I'm not really convinced that spelling all that out is necessary. I tend to think of the rules as intentionally not exhaustive of every situation that will come up in D&D play, because there is absolutely no way to anticipate everything, and maybe the real problem is that they could do a better job of making that clear. Then again, the PHB does lay out some situations where ability checks and their respective skill proficiencies are supposed to come up (see p175). So is the real problem just placing an outsized importance on combat effectiveness as the measure of a useful PC? Or that that guidance is player-facing moreso than DM-facing? Because to be blunt, the times I wish my characters had better CHA skills in particular outweigh basically everything other than sometimes Stealth (and I tend to play heavy armor characters anyway so that's already kind of a lost cause). That could also just be a sign that my DM is doing good in a field other DMs may struggle with. Not trying to call you definitively wrong, just the problems you describe are ones I haven't experienced.
@luminous3558
@luminous3558 5 месяцев назад
@@life-destiny1196 its a lot easier to ignore rules you dont agree with than to think up rules for entire parts of the system that were left out. DnD isn't a rules light system, its a complex system that intentionally left holes in its functionality.
@jordangibbs2830
@jordangibbs2830 5 месяцев назад
I have a wizard in my party who absolutely loves to blackmail and manipulate NPC's. Depending on how he goes about it, sometimes I let him do Intimidation, persuasion, or (more rarely) deception with his intelligence. Often he does this with less of a conversational approach, but by presenting accurate information he's collected and then twisting it applying it to that individual. It gives him a sense that his skill at gathering and knowing things is valuable in achieving his goal. I also love strength acrobatics checks or dexterity athletics checks, like rock climbing, regardless of if you're pulling yourself up in a straight line, or reaching or making small accurate jumps from small foothold or handhold, you still need a lot of strength, but gone about differently.
@kclubok
@kclubok 5 месяцев назад
I'm curious how you like to handle a couple situations: 1. Repeated attempts. Take the secret door example. Suppose the player says, "I'm going to spend an entire minute checking each section of this hall." Would you allow them to make ten rolls? 2. Large parties: Again with the secret door example. Would every member of a party of six get to make their own roll, essentially getting six times advantage on this roll? Personally, I (and DMs I have played with) do not allow repeated rolls, and typically allow only two party members to attempt a given check. Doing otherwise cheapens the benefit of proficiency, not to mention features like Expertise and Reliable Talent. Why bother building a skill monkey when the only consequence of failure on a check is that you have to roll again?
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
There are rules in the DMG for taking 20 on a check that can be repeated multiple times. I'm generally OK with that rule as printed. People sitting on spells with limited duration aren't always happy with the time consumption of this method, and not all checks are appropriate to be made more than once, or have consequences for each failure. If every player announced their character was looking for secret doors, I would allow everyone to roll.
@MalloonTarka
@MalloonTarka 5 месяцев назад
@@TreantmonksTemple Since I had some trouble finding it, others might too: page 237 of the DMG. "Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one."
@kurtoogle4576
@kurtoogle4576 5 месяцев назад
History used to be a dead skill for my RPG circle, but I was inspired by Adventures in Middle Earth 5e, and began using cultural knowledge into it. Now my players see it as an essential skill for social and investigative encounters! :)
@russelldavis1359
@russelldavis1359 5 месяцев назад
I use a more passive form of passive checks. 8+modifiers. This is for when they aren’t actively attempting to check there surroundings or whatever but I need a number to check against like in an ambush. If they’re actively going to do something I use the single roll like you do
@minimoose7890
@minimoose7890 5 месяцев назад
What a fantastic video
@CriminalScum
@CriminalScum 5 месяцев назад
That's quite a useful video, thanks to the person who asked you the question, and thank you for making it! Weren't degrees of success a think in older editions? I could have sworn the 4e bestiary has degrees of success for knowledge checks on the creatures for instance... I wonder why Wizards did away with it.
@PabloMotte
@PabloMotte 5 месяцев назад
The newer rules mention using Nature for the Study check for Dragons, but advise History for studying Humanoids and Giants. Personally, I think Dragons fit more into History than Nature in D&D (the older ones, at least).
@broomemike1
@broomemike1 5 месяцев назад
I'd say it depends on what you are looking for. Information about the breath weapon? Nature. The location of THIS dragon's lair? History. The usual types of locations of White Dragons' lairs? Maybe this is where they synergize, and you roll with advantage if you have both proficiencies?
@CivilWarMan
@CivilWarMan 5 месяцев назад
Even with the clarified rules, there is still some wiggle room. Like, I'd totally agree that Dragons fit more with History if you are talking about a Draconic society or specific famous Dragons, but if you were trying to study, say, the anatomy of a kind of Dragon or their hunting patterns, Nature would be more appropriate. It would depend on whether the aspect of the Dragon being studied is more from a sociological or biological standpoint.
@not-a-theist8251
@not-a-theist8251 5 месяцев назад
I didn't know how the help rule worked tbh. SO I guess you gave the help action to me ;)
@lietz13
@lietz13 5 месяцев назад
For passive checks, I like to use the passive as a DC, and the creature that would hide themselves, a secret door, or some information, I would have that creature roll a check against that passive DC.
@TenebrousFilms
@TenebrousFilms 5 месяцев назад
I am reminded of Vampire: the Masquerade. Abilities were scored 0-5, because unlike attributes, there's probably plenty that a character has no experience doing. As I recall, if you had a 4 in an ability, you knew enough to specialise, so you would get a bonus if you're trying to do a particular thing with that particular ability. I suppose expertise covers this to an extent, but... say you're proficient with thieves tools, but you really shine when it comes to lockpicking. Flat bonus like expertise, or advantage?
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Yeah, I think it was 4 to specialize, and then you could roll 10's again or something like that.
@UltimateMustacheX
@UltimateMustacheX 5 месяцев назад
I'm not a DM, but for the passive check example, if they announce they will be alert for secret doors, I'd ask for a roll before they start (like you mentioned). If their passive would have found the door by default, but they rolled poorly, I would say their active search is distracted (maybe building off a prior goofy RP moment that's still "affecting them", or something about the current environment is disorienting to them). But when they reach the area of the door, I would say their instincts are giving them some kind of vibe, even though they're too distracted to actually pinpoint it. They'd get another roll, and might even tell the party to look around that spot for advantage or something. Basically they were trying too hard to focus on it, that they missed what their instincts would have easily spotted. Also, for the helping for advantage, if one player is making a distraction, I'd probably ask them to roll a check on top of the other player getting advantage. Basically seeing what degree of distracted the guard would be for additional RP details or general bonus points. Not only did the other player succeed with their advantage, but the distraction allowed some other benefits (even if just flavor).
@20storiesunder
@20storiesunder 5 месяцев назад
Its somewhat humorous how many DMs get skills wrong. The first copuple of minutes you read out fix most skill issues in tables.
@captvalstrax
@captvalstrax 5 месяцев назад
I feel like they should use the Take 10 and 20 on the checks like investigation or knowledge. I remember those being a thing in Pathfinder 1e. I miss those.
@aodhfyn2429
@aodhfyn2429 5 месяцев назад
Personally, I would rule being a loud and obvious distraction as imposing disadvantage on the Guards' Perception checks. You aren't helping one person hide, you're actively drawing attention to yourself, which could let _anyone_ hide.
@ilovethelegend
@ilovethelegend 5 месяцев назад
Re: Passive Checks So, one of the things with passive checks that muddies the waters is that, at some point in the past, Crawford said that your passive perception was the lowest you could get on a perception check. Like the rule says, passive checks are most useful for averaging out checks made repeatedly, or to set a DC for the monsters to breach while trying to sneak up on the players. So like, if you say, "I want to search the walls of the room for secret doors", or "I want to make sure I've cleared that door of traps", or "I'd like to take my time carefully scaling this cliff", then I'd tell the player how long it takes them and to use their passive score for that ability check. But the thing is, like... no matter how good you are at something, there's always a chance you just flub it in the moment, which is why I strongly disagree with Crawford's ruling. We've all just flat-out missed something obvious before, so why can I not get less than a 10 on a perception check, but there's a chance I roll a 4 on my strength (athletics) check and just totally fail to scrabble up this cliff face?
@tylllllllluuuuuurrrr
@tylllllllluuuuuurrrr 5 месяцев назад
Something Iwould add to the no reason to do an ability check section. If there is no way of failure based on the characters' skills, than no roll. If the level 17 rogue with expertise in stealth, 20 dex, and elven boots ask to stealth past the sleeping gaurd, there is no reason to ask for a check.
@jonathanhaynes9914
@jonathanhaynes9914 5 месяцев назад
Thanks Chris
@Ramie0Cat
@Ramie0Cat 5 месяцев назад
personally i would swap monstrocities and oozes in the study check from arcane and nature. and have both dragons and elementals be nature and arcana. they are both natural and magical forces through the world.
@andreaconcari3209
@andreaconcari3209 5 месяцев назад
Hey Monk! Thank you for your work! Can you explain why you roll a intelligence/investigation check to find hidden doors and not a wisdom/perception roll?
@adriel8498
@adriel8498 5 месяцев назад
I feel like skills are more important than most people think, downtimes are usually defined by skill checks, and that can make huge differences.
@seanrosetta3079
@seanrosetta3079 5 месяцев назад
I find that which skills come up more often varies widely between campaigns
@weswtf
@weswtf 5 месяцев назад
I’ve use the variant skill check rule CHA acrobatics for gladiators entertainers and bards
@wadeking4054
@wadeking4054 5 месяцев назад
17:20 I actually think making a player give specific way to help isn't all that great. A character with a +12 bonus in an ability check will know how to help in ways that a regular person roleplaying that character will never know. You just got to let the dice provide the justification for something, rather than a person's real life knowledge. Especially in a high-magic world.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
Fair enough
@luminous3558
@luminous3558 5 месяцев назад
Yeah this is one of my big gripes. A lot of DMs fixate on players actually roleplaying their checks to an absurd degree and it removes most meaning from the points in the ability scores. The DM as the storyteller should provide assistence in coming up with whatever explanation for what the character just did as opposed to hinging a DCs success on whether or not the player themselves can explain the process of searching everywhere in a room, disarming a complex trap etc. It just stops players from trying things they personally aren't good at compared to their characters. Handwaving something if neither player nor DM can come up with something is also fine, vague language exists for a reason. "You haggle with the merchant and after a while he decides to give a 10% discount to get you to leave faster" Otherwise we end up with people searching rooms, rolling in the 20s but not finding stuff because its magical, they didn't specify, or whatever BS answer a DM can give.
@TheBlackZodiacGhost
@TheBlackZodiacGhost 5 месяцев назад
I use the variant ability check rules all the time (of course where it makes sense). I usually say something like "make a Strength-based [Insert Skill] check". Group checks as well, though depending on the situation, I usually allow different proficiencies to be applied. So say the group is trying to survey the area, I would make it a group check, but the players can use either Perception, Investigation, or Survival, with each giving their own type of information.
@leahwilton785
@leahwilton785 5 месяцев назад
I often only allow players to take the help action with a knowledge check if they are proficient in that particular skill. If I am not training in history, there is no way I could help you bring up knowledge about an ancient unknown king. But I could see how having an extra set of hands might be helpful in a first aid (medicine) type situation, even if that individual is untrained.
@adamarcher3089
@adamarcher3089 5 месяцев назад
9:50 I use these checks for a find trap roll later in the session.
@daloypolizei
@daloypolizei 5 месяцев назад
for the persuasion to get the magic items for 1 copper, i'd call for a persuasion check to see if the shopkeep thinks you're joking or gets offended and raises the price of the items
@SlinkyTWF
@SlinkyTWF 5 месяцев назад
Two mechanics I often use to place more importance on proficiency in skills are: 1. If the task is relatively easy (< DC 15), and the player is proficient or expert in the skill, I give it to them automatically. 2. Some tasks may REQUIRE proficiency or expertise to even attempt a check. Want to perform brain surgery? Better have expertise in Medicine.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
I restrict some checks to those that have proficiency as well. I should have mentioned that.
@tibot4228
@tibot4228 5 месяцев назад
17:09 Why did I get jumpscared by this lmao I actually jumped.
@TreantmonksTemple
@TreantmonksTemple 5 месяцев назад
lol, it wasn't intended to be a jump scare. Tree phobia?
@tibot4228
@tibot4228 5 месяцев назад
@@TreantmonksTemple I saw the hands around the tree emerging from the dark and I felt like there was sme rpedator stalking me through the woods lol
@eliotoole4534
@eliotoole4534 5 месяцев назад
I would use Constitution checks rather than saving throws to determine recovery, after all recovery is over time not instantaneous. (Any/all)
@rynowatcher
@rynowatcher 5 месяцев назад
Because skills are completely up to the dm and there are feats and spells that kind of undercuts the skill system. If your dm is lenient, you might never have to make a survival check because your ranger should be able to forage for food without problems, but a lawful evil dm might require you to make int (arcana) checks to cast a spell because RAW, it is required for any situation the dm thinks the action is uncertain and a spell with a save is an uncertain outcome. I have seen knowledge skills be used to avoid metagaming; ie the player knows flaming skulls revive after killed if not doused with holy water, but the barbarian with int 3 might not. I do not think the mix and match ability with skill thing is a variant rule in the same way flanking or mana points are. It is more like rolling 4d6 versus point buy to make attributes are a variant; both are meant to be acceptable default rules. Jeremy Crawford talked about it in his "rules that are easy to miss" series. The topic of skills is even more muddled by the dmg as it states a common style of play is not only roll dice in combat and leave everything else to role play, which it presents as a a style of play and correct interpretation of the rules as the gm is ruling that ability checks outside of combat is not nessicary at all.
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