| name | skill-check |
| description | Resolve any ability check or skill test the player attempts with dice rolls. Use this when the player attempts an action requiring a skill or ability check. |
Skill Check
Resolve any ability check or skill test the player attempts.
Table of Contents
Workflow Checklist
Copy this checklist and mark each step complete as you go:
- [ ] 1. Load character stats, proficiencies, and conditions
- [ ] 2. Determine skill/ability and set DC
- [ ] 3. Check for advantage/disadvantage
- [ ] 4. Roll the check (d20 + modifiers vs DC)
- [ ] 5. Narrate the outcome (success/failure with flavor)
- [ ] 6. Award XP for significant checks
- [ ] 7. Handle opposed/group checks (if applicable)
- [ ] 8. Update state (XP, consequences, time)
1. Load Character
Read the character file to get:
- All attribute scores and modifiers
- Skill proficiencies and expertise
- Current conditions that might affect the roll
- Proficiency bonus for current level
2. Determine the Check
Based on what the player wants to do, determine:
The Skill or Ability
Match the action to the most appropriate skill from the skill list in RULES.md. If the action doesn't clearly map to a skill, use a raw ability check (just the attribute modifier, no skill bonus).
The Difficulty Class (DC)
Set a fair DC using the DC table in RULES.md (5 trivial → 10 easy → 15 medium → 20 hard → 25 very hard → 30 nearly impossible). Explain the DC choice briefly so the player understands the challenge.
3. Check for Advantage/Disadvantage
Apply advantage or disadvantage based on circumstances:
- Advantage: Helpful conditions, creative approach, ally Help action
- Disadvantage: Hostile conditions, injuries, distractions, relevant condition (poisoned, frightened, etc.)
- If both apply, they cancel out → normal roll
4. Roll the Check
🎲 d20 rolled: [result]
+ [attribute] modifier: [mod]
+ proficiency bonus: [bonus] (if proficient)
= Total: [total]
vs DC [dc]
→ [SUCCESS ✅ / FAILURE ❌]
If advantage/disadvantage:
🎲 d20 rolled: [roll1] and [roll2] → taking [higher/lower]: [chosen]
5. Narrate the Outcome
On Success
Describe the character succeeding. The margin of success can flavor the narration:
- Beat DC by 5+: Exceptional success — add a bonus effect or extra detail
- Beat DC by 10+: Masterful — something extra happens (find a bonus item, impress onlookers, gain advantage on the next related check)
On Failure
Describe the failure, but make it interesting, not just "you fail":
- Miss DC by 1–4: Partial success or "succeed at a cost" — offer a complication
- Miss DC by 5+: Clear failure with consequences
- Miss DC by 10+: Dramatic failure — something bad happens (alert guards, break the tool, fall and take d6 damage)
Natural 20 on Skill Checks
Not an automatic success (unlike attacks), but describe the attempt as impressively as possible. If the total still beats the DC, make it spectacular.
Natural 1 on Skill Checks
Not an automatic failure, but describe the attempt as comically or dramatically poor. If the total somehow still beats the DC, they succeed despite themselves.
6. Award XP
For significant skill checks:
- Easy check in a tense moment: 10 XP
- Medium check advancing the story: 25 XP
- Hard check with real stakes: 50 XP
- Very Hard / Nearly Impossible success: 100 XP
7. Opposed Checks
If the check is against another creature (e.g., Stealth vs Perception, Deception vs Insight):
- Roll for the player:
d20 + modifier
- Roll for the opponent:
d20 + modifier
- Higher total wins. Ties go to the one being checked against (status quo).
Show both rolls clearly.
8. Group Checks
If the whole party attempts something (e.g., everyone tries to sneak):
- Each character rolls individually
- If at least half succeed, the group succeeds
- Narrate both the successes and failures within the group effort
9. Update State
- Record XP gains in character file
- Note any consequences (damage, conditions, changed world state) in campaign file
- Advance time if appropriate (most checks take seconds, but some like tracking take hours)