Ability Check when a character is seeking to “accomplish” a task
Saving Throw when a character is seeking to save them-self/avoid something.
Checks & Saves to Apply and When
Strength: When a competition of pure force occurs between two characters, or an object.
Dexterity: When a contest of speedor Reflexes is needed to get to somewhere, or avoid something.
Constitution:When a contest of stamina or resistance occurs, such as taking a hit, or resisting Poison/similar.
Intelligence: When something requires prior knowledge, investigation, or to reduce otherwise fatal spell-damage.
Wisdom: To notice something that would otherwise go un-noticed, such as a lie, a hidden item/creature, or to resist a persuasive compulsion or spell.
Charisma: Used to convince others to do your will through words, or, using your overwhelming force of will to resist complete mind and body possession.
Deception: Lying, Falsely convincing, Non-stealth based hiding (camoflauge, closet etc).
History: Any pre-known, or learned facts about a topic (civilization, location, notable persons/items)
Insight: Gleaning an assumptive answer or guess based on limitedknowledge of a person, place, thing, or event. (I.E. People around town told you this guy was a liar, and he said he tells you where the thing you’re seeking is located)
Intimidation: Scaring/Cowing someone into submission.
Investigation: looking at a person, place, or thing you are awareof already, and trying to solve it. (I.E. A} to realize that the person or object is an Illusion. B} to try to solve a problem, like a how a hidden switch works, or figure out the location of something using your available knowledge.)
Medicine: How effective you are with Bandages, Poultices, Salves, etc.
Nature: Knowledge of the wilds, animals, natural paths, etc.
Perception: the ability to notice something you were not-previouslyaware of (I.E. An Ambush, a hidden object or trap, etc.)
Performance: Putting on a show for entertainment purposes/to earn money.
Persuasion: To convince someone to willingly assist you, or believe what you tell them.
Religion: Knowledge of one or more deities, rituals, rites, etc.
Sleight of Hand: The ability to do something unnoticed, such as stealing, relaying information (via handsigns, or discreetly passing someone an object) etc.
Stealth: The ability to remain undetected by others.
Survival: Knowledge of which plants are poisonous, or possess healing properties, Tracking, locations of food, knowing what is/isn’t a good place to hide.
Anything you feel should be added/taken off, please list in a format like; Survival, [change goes here]
Intelligence saves are for disbelieving illusions.
Additionally, Athletics would include climbing and leaping, not acrobatics. Acrobatics would be swinging from a rope to get to the other side, diving over a table for cover, walking across a balance beam etc. Feat of athleticism/strength = athletics. Feat of balance/reflex = acrobatics.
A medicine check can be used to stabilize a dying creature or diagnose an illness, or determine a cause of death.
And-- You know what, this might be more helpful for you.
All of the descriptions of how these skills work can be found in the Basic Rules and the Player's Handbook. Here's the Basic Rules link in case you haven't purchased the PHB: Here.
I think that you have a good start, I would offer this advice to add to the idea: The game is most fun when the rules feel fair, compared to being 100% accurate. You might have a group filled with 'rules lawyers' that really dig everything working exactly as the rulebook says, but most groups aren't like that. It can kind of be the the 'free parking' rules on monopoly, everyone has their own way to enforce it.
I have a friend of mine that makes up custom skills, like engineering, and making it a combination of INT and WIS bonuses. I also have a player that likes to make up weird battle moves, like using his spear to pole-vault over a pit and drop kick the guy on the other side. Pole-vaulting isn't in the rulebook, and it takes too long to look up the closest thing to make sense because they players get bored. It's better to just make a ruling on the fly so everyone has fun.
I would suggest making cheat sheets for things like NPC names, loot tables and lists of plot hooks, because those things come in handy much more often. I hope this was useful!
Oh I'm not a super strict by the book type.. but i also like some guidelines for myself, more so than the group. I recently DM'ed for the first time on the starter phandelver campaign and i felt like i wasn't having them roll enough (perhaps 9-10 times outside of combat) all the way up to halfway through chapter 2, and i was wanting to throw on a bit more randomness to it, and these will help me 'maintain' an idea of what to roll for and why when I do ask for a roll :)
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Occassional Dungeon Master.
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DM Combat Notes
Checks & Saves to Apply and When
Secondary Checks
Survival: Knowledge of which plants are poisonous, or possess healing properties, Tracking, locations of food, knowing what is/isn’t a good place to hide.
Anything you feel should be added/taken off, please list in a format like; Survival, [change goes here]
Occassional Dungeon Master.
Intelligence saves are for disbelieving illusions.
Additionally, Athletics would include climbing and leaping, not acrobatics. Acrobatics would be swinging from a rope to get to the other side, diving over a table for cover, walking across a balance beam etc. Feat of athleticism/strength = athletics. Feat of balance/reflex = acrobatics.
A medicine check can be used to stabilize a dying creature or diagnose an illness, or determine a cause of death.
And-- You know what, this might be more helpful for you.
All of the descriptions of how these skills work can be found in the Basic Rules and the Player's Handbook. Here's the Basic Rules link in case you haven't purchased the PHB: Here.
Bumping this ONCE since i did post it at like.. 4 AM
Occassional Dungeon Master.
Hi,
I think that you have a good start, I would offer this advice to add to the idea: The game is most fun when the rules feel fair, compared to being 100% accurate. You might have a group filled with 'rules lawyers' that really dig everything working exactly as the rulebook says, but most groups aren't like that. It can kind of be the the 'free parking' rules on monopoly, everyone has their own way to enforce it.
I have a friend of mine that makes up custom skills, like engineering, and making it a combination of INT and WIS bonuses. I also have a player that likes to make up weird battle moves, like using his spear to pole-vault over a pit and drop kick the guy on the other side. Pole-vaulting isn't in the rulebook, and it takes too long to look up the closest thing to make sense because they players get bored. It's better to just make a ruling on the fly so everyone has fun.
I would suggest making cheat sheets for things like NPC names, loot tables and lists of plot hooks, because those things come in handy much more often. I hope this was useful!
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Oh I'm not a super strict by the book type.. but i also like some guidelines for myself, more so than the group. I recently DM'ed for the first time on the starter phandelver campaign and i felt like i wasn't having them roll enough (perhaps 9-10 times outside of combat) all the way up to halfway through chapter 2, and i was wanting to throw on a bit more randomness to it, and these will help me 'maintain' an idea of what to roll for and why when I do ask for a roll :)
Occassional Dungeon Master.