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Skill Checks

Core Rules v2 p. 8

When you want to affect the world (convince an NPC, spot a trap, pick a lock, etc.), the GM may call for a skill check. Roll and add your skill (the max bonus a skill can ever have is +12). If the total meets or exceeds the Difficulty Challenge (DC), you succeed; otherwise, you fail. A roll of 1 always fails regardless of any other bonuses, while a roll of 20 always succeeds. The DC varies based on the task:

  • Easy: Spotting a large Ogre crouched behind a small bush might be a DC 8 Perception check.
  • Medium: A hidden doorway behind a bookcase might be a DC 12 Examination check.
  • Challenging: Calming an injured Owlbear stuck in a trap may be a DC 15 Naturecraft check.
  • Very Difficult: Intuiting the true intentions of a trained Spy may be a DC 18 Insight check.
  • Extremely Difficult: Disarming an ancient legendary trap may be a DC 20+ Finesse check.

Related Rules

5
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SkillsFundamentals / Stats, Skills & Checks