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Dice rolls: Difference between revisions

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199 bytes added ,  17 October 2023
→‎Types of Rolls: Some more copyediting, focussed on Skill Checks
(→‎Types of Rolls: Some more copyediting, focussed on Skill Checks)
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= Types of Rolls =
= Types of Rolls =
There are four main kinds of rolls in the game, each with their own specific rules application of the general rules above. Attack Rolls, Saving Throws and Ability Checks all use a {{D20}}; other types of dice are mostly used for Damage Rolls. [[Initiative]] is an exception.
There are four main kinds of rolls in the game, each with their own specific variations on the general rules above. Attack Rolls, Saving Throws and Ability Checks all use a {{D20}}; other types of dice are mostly used for Damage Rolls. [[Initiative]] is an exception.


== Attack Roll ==
== Attack Roll ==
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=== Skill Check ===
=== Skill Check ===
More commonly, the check will be related to a specific [[Skill]], which not only determines the Ability Score used for the Modifier, but also lets the creature use its Proficiency Bonus if it happens to be Proficient in that particular Skill. In this case, the check may be called a '''Skill Check''' rather than an Ability Check.
Most Ability Checks are tasks related to a specific [[Skill]], also known as '''Skill Checks'''. Each Skill is associated with a specific Ability Score, and lets the creature add its Proficiency Bonus to the check if they are Proficient in that Skill. Some class features may grant [[Expertise]], which doubles the Proficiency Bonus for one or more specific Skills.


For example, when a trap is near a creature, and it's not yet activated, the game rolls a Perception Skill Check (or in short, "rolls Perception") to determine whether the creature notices the trap. Perception is related to Wisdom, so a creature with high Wisdom will gain a bonus.  If the creature doesn't gain any bonus from Wisdom, it could still gain a bonus from being Proficient in the Perception Skill. If the creature both has high Wisdom and is proficient in Perception, it gains both bonuses.
Some Skill Checks are instigated by the player, while others are automatically triggered in response to other player actions. For example, when a character nears an unactivated trap, the game rolls a [[Perception]] Skill Check (or in short, "rolls Perception") to determine whether they notice it. Perception is a Wisdom Skill, so the character adds their Wisdom Modifier and, if proficient in Perception, their Proficiency Bonus. Once the trap is seen, the character can interact with it to attempt to [[Disarm]] it, which requires a successful [[Sleight of Hand]] Check, a Dexterity Skill.


Once the trap is seen, the creature may want to disarm it.  This will require a Sleight of Hand Check, which is related to Dexterity. So, a creature that both has high Dexterity, and Proficiency in Sleight of Hand, can benefit from both types of bonuses when attempting to disarm the trap.
Skill Checks are also common during dialogue, where some responses require a Skill Check to determine the outcome. Examples include using Charisma-based Skills like [[Persuasion]], [[Deception]] or [[Intimidation]] to influence others, or Intelligence-based Skills like [[Investigation]], [[History]] or [[Religion]] to determine or remember facts.


=== Contest ===
=== Contest ===
A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill Check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
A '''Contest''' is a special type of Ability Check in which two creatures both roll an Ability Check or Skill Check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.


An example of this is the {{SAI|Shove}} action, where the creature attempting the Shove must roll Athletics, and the defending creature is allowed to roll either Athletics or Acrobatics to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds, otherwise it fails.
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.


=== Initiative ===
=== Initiative ===

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