Ability Check (PSR Supplement)

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

System Differences

The Basics

Time

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Senses
Carry Slots

Encounters

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

Shifts
Phases

Hit Points & Damage

Temporary Hit Points
Damage Types
Max Damage

Rest & Recovery

Downtime
Downtime Trading
Downtime Enterprise

Defeat

Dramatic Death

Common Hazards
Extreme Climates
Conditions


Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity

Difficulty Mark
Very Easy 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Deific 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 mark. The more difficult a task, the higher its mark. The adjacent table shows a guideline for mark difficulty.

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 mark.

If the total equals or exceeds the mark, the ability check is a success—meaning the creature overcomes the challenge at hand. Otherwise, it’s a failure. A failure usually means you either make no progress towards the objective, or you make progress with undesirable consequences. Your narrator details the outcome.

Helping a Check

Sometimes two or more creatures team up to attempt a task. The creature leading the effort—or the one with the highest ability modifier—can make the ability check with advantage, reflecting the help provided by one or more other creatures. During combat or another encounter, this requires using a 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.

Group Check

When a number of creatures are all trying to accomplish something as a group, your narrator might call for a group check. In this case, those who do well can make up for those who don't.

To make a group check, everyone in the group makes the check, and the middle result is used for everyone. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Contest

When two creatures each make an ability check directly opposed to each other, it's called a contest. The higher result succeeds, while the lower result fails. In a tie, the situation might remain the same as it was before the contest.

For example, if a monster is trying to force open a door and a character is trying to keep it closed, the two might have a contest using Strength checks. On a tie, the door wouldn't budge.

Sometimes a contest might involve more than two creatures, or have more nuanced results than success or failure.

Passive Check

A passive check is a special kind of ability check that doesn’t roll any dice. This kind of check can model many checks made over a long period, or a constant effort like a guard keeping watch.

Your passive check equals 10 + all modifiers that would otherwise apply to the check. Your most relevant ability modifier is always added, and you also add your PB if you're proficient in a relevant skill or tool.

Example: If a 1st-level character has a Dexterity of 12 and proficiency in the Stealth skill, the character has a passive Dexterity (Stealth) score of 13.

If you would have advantage on the check, add 5. For disadvantage, subtract 5.