|
Post by The Dungeon Master on Mar 29, 2018 13:10:06 GMT -6
To save or check roll high.
To perform a proficiency check find your proficiency score and add a d20 roll. If the final number is 21 or more it is a success.
A natural 20 is always a hit or success even for a non proficient check. A follow up roll (explode) might indicate a critical success.
A natural 1 might be a critical failure.
When attacking announce what armor class you hit.
When checking announce your final total.
|
|
|
Post by The Dungeon Master on Apr 26, 2018 20:47:09 GMT -6
Turning attempts are made in the base action phase of the character.
|
|
|
Post by The Dungeon Master on Jun 7, 2018 14:11:06 GMT -6
No roll is accepted if the dice rolls off the table. Upon retrieving the dice the roll is then made at disadvantage.
|
|
|
Post by The Dungeon Master on Jul 13, 2018 17:11:34 GMT -6
Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check on it's next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
|
|
|
Post by The Dungeon Master on Aug 2, 2018 13:09:00 GMT -6
Perception Checks
18) To notice something randomly or to spot something, the character rolls a perception check. This is superseded by any racial or class abilities that pertain to finding or detecting. (e.g.- elves finding/detecting secret doors).
If you do not have the NWP of observation you roll a d30+intelligence. A total of 31 or more = success.
Example- DM describes scene. Player asks for more detail. Obvious details are seen and described so no roll for that. Not obvious details may be revealed with a successful perception/observation check.
|
|
|
Post by The Dungeon Master on Jan 3, 2019 12:22:31 GMT -6
Clarifications for the Charge action
You must move at least 10 feet (2 squares) and directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll.
Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.
|
|
|
Post by The Dungeon Master on Apr 18, 2019 14:44:13 GMT -6
Q. Can non-elven characters find secret or concealed doors?
A. Yes. Generally, the chance for them to do so is one in six, only if the character is actively searching a 10' section of a surface.
|
|
|
Post by The Dungeon Master on May 26, 2019 8:30:42 GMT -6
When actions are declared you may say "no action" which lets you go last in the round. You can NOT do any action which could be interrupted by another character or opponent if noticed(such as spell casting, psionics, etc.)
|
|
|
Post by The Dungeon Master on May 30, 2019 9:59:04 GMT -6
Diagnostics Non Weapon Proficiency
Both the Healing and Diagnostics proficiencies aid victims of trauma and disease. But while the Healing proficiency can be used to restore lost hit points, Diagnostics is mainly concerned with determining the cause of the damage and the prognosis; Diagnostics alone will not heal damage. With a successful proficiency check, a character becomes aware all of the following information applicable to a particular patient:
• If the patient has suffered physical damage, the character can determine the extent of the damage, though he may not be able to ascertain the exact cause (if a victim was attacked by a tiger, the character will know that the victim was clawed by a large animal, but not necessarily the species). The character can recommend treatments and offer prognoses, as with victims of diseases.
• If the patient has been poisoned, the character knows the antidote (if one exists) and how to prepare it. Note that even if the character knows how to prepare an antidote, he may not have access to the necessary ingredients.
• The character knows the name of the disease, its cause, how long the patient has had it, and the optimum treatment. If the patient is treated as specified, he suffers the mildest form of the disease and its shortest duration. If the patient declines treatment, or the treatment doesn't work, the character can determine the patient's prognosis with reasonable accuracy. ("The patient will recover by the end of the month." "The patient will become permanently blind if not treated within a year.") The character may diagnose both natural and magical diseases.
• When examining a corpse, the character can determine how the victim died and approximately how long it's been dead. If the victim died of unnatural causes, the character will only be able to determine the general circumstances of the death. For example, if an evil wizard incinerated the victim with a fireball, a successful diagnostics check might reveal that the victim burned to death very rapidly as a result of some type of magic, but not that it was affected by a fireball.
A character with this proficiency may diagnose himself or any other character, or animals, except for supernatural creatures (such as a ghost or skeleton) and creatures from another plane of existence (like a xorn or aerial servant). He may attempt to diagnose an individual or creature only once. If a character also has the Healing proficiency, he may modify all Diagnostic checks by +1.
Crossover Groups: Priest.
It takes 1d3 rounds to perform the diagnostics check. The character must examine closely and touch the creature being checked. The extent of the damage shall be described as a percentage of "life" (hit point maximum).
A natural 20 reveals the exact current hit point total and what percent.
A natural 1 means the diagnostics check reveals a false diagnoses.
|
|
|
Post by The Dungeon Master on Oct 3, 2019 8:08:36 GMT -6
Firing Into Melee
If the target is two or more sizes larger than all creatures engaged in melee there is no need to do a called shot to avoid hitting your allies.
|
|
|
Post by The Dungeon Master on Oct 12, 2019 10:09:18 GMT -6
Critical Success or Failure for Non Weapon Proficiency Checks
Similar to attack rolls, proficiency rolls can be really great or terrible.
21 or higher = success 20 or less = failure
A natural 20 allows another roll. Under 21 means normal success. 21 or more means a great result. Another 20 means the best possible outcome (critical success). Perfect timing or finding more than could be expected are examples of a critical success.
A natural 1 forces a level check on D30. 31 or more means just a failure. 30 or less means a slightly worse result. A natural 1 on a D30 means the worst possible outcome (critical failure). Bad timing or finding the opposite would be examples of a critical failure.
These outcomes may already be defined by the individual proficiency description and those should be followed.
|
|
|
Post by The Dungeon Master on Oct 15, 2019 9:46:51 GMT -6
If a psionic power does not list a critical failure for rolling a 20, the result shall be the loss of psp equal to a successful roll.
|
|
|
Post by The Dungeon Master on Oct 15, 2019 10:15:30 GMT -6
Interacting with Objects Around You Here are a few examples of the sorts of thing you can do in tandem with your Movement and action:
*draw or sheathe a sword *open or close a door *withdraw a potion from your Backpack *pick up a dropped item but it does provoke an attack of opportunity *take a bauble from a table *remove a ring from your finger *stuff some food into your mouth *plant a banner in the ground *fish a few coins from your belt pouch *drink all the ale in a flagon *throw a lever or a switch *pull a torch from a sconce *take a book from a shelf you can reach *extinguish a small flame *don a mask *pull the hood of your cloak up and over your head *put your ear to a door *kick a small stone *turn a key in a lock *tap the floor with a 10-foot pole *hand an item to another character
Some examples of the actions a character can accomplish include the following:
*Make an attack (make attack rolls up to the maximum number allowed the character class at a given level) • Cast one spell (if the casting time is one round or less) • Drink a potion • Light a torch • Use a magical item • Move to the limit of his movement rate • Attempt to open a stuck or secret door • Bind a character's wounds • Search a body • Hammer in a spike • Recover a dropped weapon
There are also actions that take a negligible amount of time, things the character does without affecting his ability to perform a more important task. Examples of these include the following:
• Shout warnings, brief instructions, or demands for surrender, but not conversations where a reply is expected. • Change weapons by dropping one and drawing another. • Drop excess equipment, such as backpacks, lanterns, or torches.
|
|
|
Post by The Dungeon Master on Nov 7, 2019 9:22:17 GMT -6
Descriptive Roleplaying = Varying Plusses to Target Number
Examples:
Speaking the verbal and gesturing the somatic components of a spell before rolling for effects/damage Visualizing the psionic power and its success/outcome before the power check is rolled Describing the perceived available specific target and combat action that takes advantage of that target
All of these are subject to the DM's judgement, just like everything else in D&D.
|
|
|
Post by The Dungeon Master on Dec 26, 2019 8:41:28 GMT -6
When using the Combat & Tactics rules, how do I determine the melee reach of natural attacks for very big creatures, such as a hydra's bite, a giant's fists, or a troll's claws? What happens when these creatures use weapons? Also, what happens if these creatures have tail attacks? Can such creatures attack behind them? What is the range of the tail attack?
Large creatures have a melee reach of 1, huge creatures have a reach of 2, and gargantuan creatures have a reach of 3. If these big creatures use weapons, add their "natural" reach to the weapon's reach.
Unless the creature's description specifically indicates that the creature can attack to the rear with its tail, it can attack only to the front. In any case, reach is the same as the reach for the creature's other attacks.
If the creature can use its tail to attack behind it, measure the reach for any attack it makes from the creature's rear—even when it attacks to its front. Also apply a -2 attack penalty if the creature reaches over itself (or another creature) to deliver an attack.
|
|