Update, updates, updates
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@@ -9,6 +9,45 @@ short_code: uha
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[[toc]]
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### Ability Checks
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
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- For most checks, roll a 20-sided die (d20) **at or over** the specified Difficulty Class (DC) for that ability.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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<div class="dividedTableWrapper">
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| Ability<br />Score | Roll<br />Bonus | Base DC |
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| ^^ | ^^ | ^^ |
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| :-: | :-: | :-: |
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| 18 | +3 | 6 |
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| 17 | +2 | 6 |
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| 16 | +2 | 7 |
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| 15 | +1 | 7 |
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| 14 | +1 | 8 |
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| 13 | +1 | 9 |
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| 12 | +0 | 9 |
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| 11 | +0 | 10 |
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| 10 | +0 | 11 |
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| 9 | +0 | 12 |
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| 8 | -1 | 12 |
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| 7 | -1 | 13 |
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| 6 | -1 | 14 |
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| 5 | -2 | 14 |
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| 4 | -2 | 15 |
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| 3 | -3 | 15 |
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[Ability Check Roll Bonus and DC]
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</div>
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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### Exploration Procedure
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The general steps to take when exploring (dungeon, wilderness, etc.)
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@@ -233,11 +272,13 @@ Characters can usually see 3 miles around (in clear terrain).
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| CHA | Mod |
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| :---: | :-: |
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| 3 | -2 |
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| 4-8 | -1 |
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| 3 | -3 |
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| 4-5 | -2 |
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| 6-8 | -1 |
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| 9-12 | +0 |
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| 13-17 | +1 |
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| 18+ | +2 |
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| 13-15 | +1 |
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| 16-17 | +2 |
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| 18+ | +3 |
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[Charisma Modifier]
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@@ -315,7 +356,7 @@ The state of a character's health is determined by their number of hit points (H
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<div class="dividedTableWrapper">
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| CHA | Mod |
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| CON | Mod |
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| :---: | :-: |
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| 3 | -3 |
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| 4-5 | -2 |
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@@ -23,16 +23,16 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
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### Doing Things
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
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Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
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For most checks, roll a 20-sided die (d20) **over** the difference of (20 - the character's most relevant _ability_ score).
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For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC).
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- For harder tasks, subtract 1-4 from the roll before the die is thrown.
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- For harder tasks, add 1-4 to the DC before the die is thrown.
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Some results are special:
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- Some results are special:
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
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- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
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### Abilities
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