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dmg_2200 | dmg | 236 | [Path: Master of Rules > Running the Game
> The Role of Dice
] at the characters must describe to overcome an obstacle. THE MIDDLE PATH Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a bal... |
dmg_2201 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] Dice are like rules. They're tools to help keep the action moving. At any time, you can decide that a player's action is automatically successful. You can also grant the player advantage on any ability check, reducing the chance of a bad die roll ... |
dmg_2202 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage. USING ABILITY SCORES When a player wants to do something, it's often appropriate to let the attempt ... |
dmg_2203 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] heck to walk across an empty room or a Charisma check to order a mug of ale. Only call for a roll if there is a meaningful consequence for failure. When deciding whether to use a roll, ask yourself two questions: Is a task so easy and so free of c... |
dmg_2204 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ible- such as hitting the moon with an arrow-that it can't work? If the answer to both of these questions is no, some kind of roll is appropriate. The following sections provide guidance on determining whether to call for an ability check, attack ... |
dmg_2205 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] haracter succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference. MULTIPLE ABILITY CHECKS Somet... |
dmg_2206 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] kes. With enough attempts and enough time, a character should ~ ABILITY CHECKS Ability Used for... Example Uses eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to c... |
dmg_2207 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] sible task into a successful one. In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover ag... |
dmg_2208 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] on't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off. |
dmg_2209 | dmg | 237 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off. Strength Physical force and athleticism Smash down a door, move a boulder, use a spike to wedge a d... |
dmg_2210 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] , lie to someone convincingly p ~~L\_~-------------------------------------------------------------------~ CHAPTER 8 I RUNNING THE GAME • 237 . CONTESTS A contest is a kind of ability check that matches two creatures against each other. Use a c... |
dmg_2211 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number. When you call for a contest, you pick the ability that each side must use, deciding whether both side... |
dmg_2212 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] isdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength. SAVING THROWS Ability Used For ... Strength Opposing a force that would physically move or bind ... |
dmg_2213 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] son, or other hazard that saps vitality Intelligence Disbelieving certain illusions and resisting mental assaults that can be refuted with logic. sharp memory, or both Wisdom Resisting effects that charm, frighten, or otherwise assault your wil... |
dmg_2214 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ature or an object with an attack, especially when the attack could be foiled by the target's armor or shield or by another object providing cover. You can also use attack rolls to resolve noncombat activities such as archery contests or a game of ... |
dmg_2215 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] st never done by choice. A save makes the most sense when something bad happens to a character and the character has a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is... |
dmg_2216 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] hen an effect-such as a spell, monster ability, or trap-calls for it, telling you what kind of saving throw is involved and providing a DC for it. Other times, a situation arises that clearly calls for a saving throw, especially when a character i... |
dmg_2217 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] by armor or a shield. It's up to you to decide which ability score is involved. The Saving Throws table offers suggestions. INTELLIGENCE CHECK VS. WISDOM CHECK If you have trouble deciding whether to call for an Intelli- gence or a Wisdom check to ... |
dmg_2218 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] bilities might mean. A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he... |
dmg_2219 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] bably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean. Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intel... |
dmg_2220 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] or an abili _ check or a saving throw when a rule or an adventure doesn't give you one. Sometimes you'll even want to change such established DCs. When you do so, think o: how difficult a task is and then pick the associated DC from the Typical DC... |
dmg_2221 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] se categories of difficulty are meant to be easy to keep in your head, so that you don't have to refer to this book every time you decide on a DC. Here are some tips for using DC categories at.the gaming table. If you've decided that an ability ch... |
dmg_2222 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] omplish a DC 5 task with little chance of failure. Unless circumstances are unusual, let characters succeed at such a task without making a check. Then ask yourself, "Is this task's difficulty easy, moderate, or hard?" If the only DCs you ever use... |
dmg_2223 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] sk around 50 percent of the time. A moderate task requires a higher score or proficiency for success, whereas a hard task typically requires both. A big dose of luck with the d20 also doesn't hurt. If you find yourself thinking, "This task is espe... |
dmg_2224 | dmg | 238 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] characters to accomplish, bu- it becomes more reasonable after lOth level or so. A DC 30 check is nearly impossible for most low-level characters. A 20th-level character with proficiency and - relevant ability score of 20 still needs a 19 or 20 on th... |
dmg_2225 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] essful DC 15 Strength check to be battered down. A fighter with a Strength of 20 might helplessly flail against the door because of bad die rolls. Meanwhile, the rogue with a Strength of 10 rolls a 20 and knocks the door from its hinges. If such ... |
dmg_2226 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] heck with a DC less than or equal to the relevant ability score minus 5. So in the example above, the fighter would automatically kick in the door. This rule doesn't apply to contests, saving throws, or attack rolls. Having proficiency with a skill... |
dmg_2227 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] If that character is 11th level or higher, the check succeeds if the DC is 15 or less. The downside of this whole approach is its predictability. For example, once a character's ability score reaches 20, checks of DC 15 and lower using that abili... |
dmg_2228 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] r DCs. Doing this, though, can aggravate the problem you're trying to solve: higher DCs require higher die rolls, and thus rely even more on luck. PROFICIENCY When you ask a player to make an ability check, consider whether a skill or tool profic... |
dmg_2229 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] haracter could become better at a particular task through training and practice. If the answer is no, it's fine to say that no proficiency applies. But if the answer is yes, assign an appropriate skill or tool proficiency to reflect that training a... |
dmg_2230 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] racter's Dexterity score describes, the character might be particularly skilled at sneaking around, reflected in proficiency in the Stealth skill. When that skill is used for an ability check, it is usually used with Dexterity. Under certain circu... |
dmg_2231 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ced to swim from an island to the mainland must succeed on a Constitution check (as opposed to a Strength check) because of the distance involved. The character is proficient in the Athletics skill, which covers swimming, so you allow the characte... |
dmg_2232 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ion (Athletics) check, instead of a Strength (Athletics) check. Often, players ask whether they can apply a skill proficiency to an ability check. If a player can provide a good justification for why a character's training and aptitude in a skill ... |
dmg_2233 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] creative thinking. TOOLS Having proficiency with a tool allows you to apply your proficiency bonus to an ability check you make using that tool. For example, a character proficient with carpenter's tools can apply his or her proficiency bon.us to... |
dmg_2234 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] to an ability check made to identify unsafe wooden construction or to discern the origin of a crafted item, since neither check requires tool use. SAVING THROWS AND ATTACK ROLLS Characters are either proficient with a saving throw or attack, or t... |
dmg_2235 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ful tools in your DM's toolbox. They reflect temporary circumstances that might affect the chances of a character succeeding or failing at a task. Advantage is also a great way to reward a player who shows exceptional creativity in play. Characte... |
dmg_2236 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] cases, you decide whether a circumstance influences a roll in one direction or another, and you grant advantage or impose disadvantage as a result. Consider granting advantage when 000 Circumstances not related to a creature's inherent capabilitie... |
dmg_2237 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] r describing a task. • Previous actions (whether taken by the character making the attempt or some other creature) improve the chances of success. Consider imposing disadvantage when 000 • Circumstances hinder success in some way. • Some aspect o... |
dmg_2238 | dmg | 239 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ess likely. Because advantage and disadvantage cancel each other out, there's no need to keep track of how many circumstances weigh on both sides. CHAPTER 8 I RUNNING THE GAME . For example, imagine a wizard is running down a dungeon cor~idor to ... |
dmg_2239 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] passive Wisdom (Perception) score and consider all the factors weighing on it. The wizard is running, not paying attention to what's ahead of him. This imposes disadvantage on the wizard's ability check. However, the ogres are readying a portculli... |
dmg_2240 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] eck. As a result, the character has neither advantage nor disadvantage on the Wisdom check, and you don't need to consider any additional factors. Past encounters with an ogre ambush, the fact that the wizard's ears are still ringing from the thun... |
dmg_2241 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] one of that matters any more. They all cancel out. INSPIRATION Awarding inspiration is an effective way to encourage roleplaying and risk-taking. As explained in the Player's Handbook, having inspiration gives a character an obvious benefit: bein... |
dmg_2242 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] iration as a spice that you can use to enhance your campaign. Some DMs forgo using inspiration, while others embrace it as a key part of the game. If you take away anything from this section, remember this golden rule: inspiration should make the ... |
dmg_2243 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] racter about once per session of play. Over time, you might want to award inspiration more or less often, at a rate that works best for your table. You might use the same rate for your entire DMing career, or you might change it with each campaign.... |
dmg_2244 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] r group? What type of action fit in with your campaign's style or genre? Your answer to those questions help determine when you award inspiration. Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Rewar... |
dmg_2245 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence. you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.... |
dmg_2246 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] dopting her character's mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character ~s attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good ... |
dmg_2247 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] lly hurl himself over a balcony to land in the mid of a pack of hungry ghouls, but you can reward the character's daring maneuver with inspiration. Such a reward tells the players that you want them to embrace swashbuckling action. This approach i... |
dmg_2248 | dmg | 240 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] approach turns inspiration into a cushion against failure-and a guarantee that it comes into play only when a player is faced directly by failure. Such an assurance makes risky tactics less daunting. A Reward for Victory. Some DMs prefer to play an... |
dmg_2249 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] s a DM's judgment to award, which might run against your style if you like a campaign where you let dice determine most outcomes. If that's your . style, consider using inspiration as a reward when the characters achieve an important goal or victor... |
dmg_2250 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] e to defeat a powerful foe, execute a cunning plan to achieve a goal, or otherwise overcome a daunting obstacle in the campaign. Genre Emulation. Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approa... |
dmg_2251 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] cular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers. For example, in a campaign inspired by film noir, characters could have an additional flaw: "I can't... |
dmg_2252 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] acters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration. Similarly, characters in a horror story typically can't help but spend a night in a haunted house to... |
dmg_2253 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] use to learn its secrets. They probably also go off alone when they shouldn't. If the party splits up, consid~r giving each character inspiration. A sensible person would avoid the noble's intrigues and the haunted house, but in film noir or horro... |
dmg_2254 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] nd share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions. Players and Inspiration. Remember that a player with inspiration can award it to another player. Som... |
dmg_2255 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] fit, but feel free to talk to them about following certain guidelines, particularly if you're trying to reinforce conventions of a certain genre. W HEN Do You AwARD INSPIRATION? Consider the timing of your inspiration rewards. Some DMs like to awa... |
dmg_2256 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] e to encourage specific actions by offering inspiration while a player is considering options. Both approaches have their strengths and weaknesses. Waiting until after an action preserves the flow of play, but it also means players don't know wheth... |
dmg_2257 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] nd the inspiration on the act that earned it, unless you allow a player to retroactively spend it or are quick enough to award it before any rolls. This approach works best for groups that want to focus on immersion and player agency, where the DM ... |
dmg_2258 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] er that an action will earn inspiration provides clarity, but it can make it feel like you are manipulating the players or making choices for them. Offering inspiration before an action works great with groups that are comfortable with an emphasis ... |
dmg_2259 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] a compelling tale together. Start with awarding inspiration after an action, especially for your first campaign or when playing with a new group. That approach is the least disruptive to the flow of play and avoids making the players feel as if yo... |
dmg_2260 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] , you can hand out special d20s to represent inspiration. When a player spends inspiration, he or she rolls the die and then hands it back to you. If the player instead gives the inspiration to someone else, the d20 can go to that other person. IG... |
dmg_2261 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] hinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration. If you choose to ignore inspiration, you're telling the players that your campaign is one where you ... |
dmg_2262 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] LY PLAYERS AWARD INSPIRATION As a DM, you have a lot to track during the game. Sometimes you can lose track of inspiration and forget to award it. As a variant rule, you can allow the players to handle awarding inspiration entirely. During every s... |
dmg_2263 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] ier and also gives players the chance to recognize each other for good play. You still need to make sure that inspiration is being awarded fairly. This approach works best with groups that are focused on the story. It falls flat if the players mer... |
dmg_2264 | dmg | 241 | [Path: Master of Rules > Running the Game
> Using Ability Scores
] w each player to award inspiration more than once per session. If you do so, the first time that a player awards inspiration in a session is free. Whenever that player awards it later in the same es ion. you gain inspiration that you can spend to g... |
dmg_2265 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] xt. CHAPTER 8 I RUNNING THE GAME . RESOLUTION AND CONSEQUENCES You determine the consequences of attack rolls, ability checks, and saving throws. In most cases, doing so is straightforward. When an attack hits, it deals damage. When a creature fails a sav... |
dmg_2266 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] M, you have a variety of flourishes and approaches you can take when adjudicating success and failure to make things a little less black-and-white. SuccEss AT A CosT Failure can be tough, but the agony is compounded when a character fails by the barest mar... |
dmg_2267 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] he barest margin. When a character fails a roll by only 1 or 2, you can allow the character to succeed at the cost of a complication or hindrance. Such complications can run along any of the following lines: A character manages to get her sword past a hob... |
dmg_2268 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] miss into a hit, but the hobgoblin twists its shield and disarms her. A character narrowly escapes the full brunt of a fireball but ends up prone. A character fails to intimidate a kobold prisoner, but the kobold reveals its secrets anyway while shrieking ... |
dmg_2269 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] arduous climb to the top of a cliff despite slipping, only to realize that the rope on which his companions dangle below him is close to breaking. When you introduce costs such as these, try to make them obstacles and setbacks that change the nature of th... |
dmg_2270 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] You can also use this technique when a character succeeds on a roll by hitting the DC exactly, complicating marginal success in interesting ways. DEGREES OF FAILURE Sometimes a failed ability check has different consequences depending on the degree of fail... |
dmg_2271 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] reas a lesser failure means that the trap wasn't triggered during the botched disarm attempt. Consider adding similar distinctions to other checks. Perhaps a failed Charisma (Persuasion) check means a queen won't help, whereas a failure of 5 or more means ... |
dmg_2272 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] row doesn't normally have any special effect. However, you can choose to take such an exceptional roll into account when adjudicating the outcome. It's up to you to determine how this manifests in the game. An easy approach is to increase the impact of the... |
dmg_2273 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] k a lock might break the thieves' tools being used, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue. CHAPTER 8 I RUNNING THE GAME • EXPLORATION This section provides guidance for running exploration, especia... |
dmg_2274 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] G A MAP Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other... |
dmg_2275 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] larly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels- or lead them astray. The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much dista... |
dmg_2276 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] at a normal pace can walk about 24 miles in a day. MAP TRAVEL PACE Map Scale Slow Pace Normal Pace Fast Pace Dungeon 20 sq.fmin. 30 sq.fmin. 40 sq.fmin. (1 sq.= 10ft.) City 2 sq.fm in. 3 sq.fmin. 4 sq.fmin. |
dmg_2277 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] p Scale Slow Pace Normal Pace Fast Pace Dungeon 20 sq.fmin. 30 sq.fmin. 40 sq.fmin. (1 sq.= 10ft.) City 2 sq.fm in. 3 sq.fmin. 4 sq.fmin. (1 sq.= 100ft.) Province 2 hexesjhr., 3 hexesfhr., 4 hexesjhr., (1 hex= 1 mi.) 18 hexesfday 24 hexesfda... |
dmg_2278 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the di... |
dmg_2279 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] rs pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance. A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboar or... |
dmg_2280 | dmg | 242 | [Path: Master of Rules > Running the Game
> Exploration
] al rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural fo... |
dmg_2281 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] inute, you can move a number of feet equal to your speed times 10. In 1 hour, you can move a number of miles equal to your speed divided by 10. . For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours). Fo... |
dmg_2282 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace. The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the charac... |
dmg_2283 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] eal horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles. VISIBILITY OUTDOORS When traveling outdoors, charact... |
dmg_2284 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise a... |
dmg_2285 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] ch a situation is who notices whom. Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and ti... |
dmg_2286 | dmg | 243 | [Path: Master of Rules > Running the Game
> Exploration
] anything. If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity (Stealth) check results of the creatures in the group that is hiding with th... |
dmg_2287 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] hiding with the passive Wisdom (Perception) scores of the other group, as explained in the Player's Handbook. CHAPTER 8 I RUNNING THE GAME 243 . TRACKING Adventurers sometimes choose their path by following the tracks of other creatures-or other c... |
dmg_2288 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] nces: • They stop tracking and resume after finishing a short or long rest. The trail crosses an obstacle, such as a river, that shows no tracks. • The weather conditions or terrain changes in a way that makes tracking harder. The DC for the check... |
dmg_2289 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] dvancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is n... |
dmg_2290 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] le. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadva... |
dmg_2291 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. TRACKING DCs Ground Surface Soft surface such as snow Dirt or grass Bare stone Each day since the ... |
dmg_2292 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] Creature left a trail such as blood DC 10 15 20 +5 -5 SOCIAL INTERACTION During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, nego... |
dmg_2293 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] nteract with also have agendas. Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. E... |
dmg_2294 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] and most games fall somewhere in between, balancing player skill (roleplaying and persuading) with character skill (reflected by ability checks). CHAPTER 8 I RUNNING THE GAME RESOLVING INTERACTIONS ------ The Player's Handbook provides guidelines fo... |
dmg_2295 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] olve a social interaction. Much of this structure will be invisible to your players in play aD: isn't meant to be a substitute for roleplaying. l. STARTING ATTITUDE Choose the starting attitude of a creature the adventurers are interacting with: fri... |
dmg_2296 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] ishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element personal risk is involved, a successful Charisma check might be required to convince a f... |
dmg_2297 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] 't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature ... |
dmg_2298 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] an indifferent creature to do something. A hostile creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep ... |
dmg_2299 | dmg | 244 | [Path: Master of Rules > Running the Game
> Social Interaction
] iolence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill- disposed toward the party that no Charisma check can imp... |
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