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 1d20 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.