Fertigkeitsprüfungen

Bei einer Fertigkeitsprüfung wird 1w20 + Attributsbonus + andere Boni gegen den Schwierigkeitsgrad geprüft.

Attributsbonus:

Attributswert Bonus
0-1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4

Die Schwierigkeitsgrade werden etwa wie folgt abgestuft:

SG Bewertung Beispiel
0 Sehr leicht Etwas großes, Offensichtliches bemerken.
5 leicht Ein Kletterseil mit Knoten erklimmen.
10 Durchschnittlich Eine sich nähernde Wache hören.
15 Schwierig Ein Wagenrad so manipulieren, dass es abfällt.
20 Herausfordernd Bei stürmischer See schwimmen.
25 Bemerkenswert Das Fahren eines Schiffes bei schwerer See.
30 Heldenhaft Über eine 9 Meter breite Kluft springen.
40 nahezu unmöglich Den Spuren eines Orktrupps über harten Boden und nach 24 Stunden Dauerregen folgen.

Opposed Skill Checks

Manchmal muss man seine Fertigkeiten gegen andere Personen oder Monster einsetzen. Dann wird ein “Opposed Skill Check” oder ein Fertigkeite

An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, roll again to break the tie.

Complex Skill Checks

With most skill checks, a single die roll immediately determines whether or not a character succeeds. If a character wants to jump across a chasm or recall a specific piece of information, his success or failure is apparent after a single check.

For complicated and time-consuming tasks (such as disabling a very complex trap or researching an obscure bit of knowledge), or at times when the DM wants to build tension and suspense, the complex skill check variant described here might be called for. In such a case, a specific number of successful skill checks must be achieved to complete the task. The complexity of the task is reflected in the DC of the required check, the number of successful rolls required to complete the task, and the maximum number of failed rolls that can occur before the attempt fails. In most cases, one or two failed rolls does not mean that a complex skill check has failed, but if three failed rolls occur before the character makes the required number of successful rolls, the attempt fails. Although three failures is a common baseline, DMs are encouraged to change the number if the situation warrants it.

The DM can also apply a penalty to future rolls in the complex check if the character rolls one or more failures. For instance, an intricate trade negotiation requiring a complex Diplomacy check might assess the character a -2 penalty on her checks for each failed check made as part of the complex check (representing the tide of the negotiation turning against her).

Each die roll is one portion of a complex skill check, and each die roll in the attempt represents at least 1 round of effort (it might represent more time, depending on the skill or task in question).

Like skill checks, ability checks can also be complex.

Complex skill checks are rarely used in situations that call for opposed checks.

Successes
Required

Complexity Example (Skill)

2 or 3

Slight Training a riding horse (Handle Animal)

4 to 6

Ordinary Making a crossbow (Craft [weaponsmithing])

7 to 9

Good Bypassing a fiendish trap (Disable Device)

10 or more

Amazing Pick an amazing lock (Open Lock)