Ability Check (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Difficulty DC
Very easy 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Nearly impossible 30

An ability check tests a creature’s innate talent and training in an effort to overcome a challenge. The narrator calls for an ability check when a creature attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every ability check, the narrator decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class (DC). The more difficult a task, the higher its DC. The adjacent table shows the most common DCs.

To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC.

If the total equals or exceeds the DC, the ability check is a success—meaning the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the creature makes no progress toward the objective or makes progress combined with a setback determined by your narrator.

Working Together

Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. During an encounter, this requires the Help action.

The narrator is expected to decide whether or not such help is actually helpful. Some tasks, such as threading a needle, are no easier with help and wouldn't benefit from this advantage.

If multiple characters are trying to accomplish a task as a group — such as all sneaking past a guard, or all navigating through a dangerous swamp — then your narrator might call for a group check instead.

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