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Rules · Fantasy RPG · 3

Skills

Skills are what a character is good at, from climbing to reading people. Each skill uses one ability, and training in it adds the proficiency bonus.

  • For everyone

How to use it

  • Choose skills in the character creator from the class list, plus any the species gives.
  • When a check is needed, the app picks the right bonus and the player rolls.

Step by step

  1. The GM asks for a check, or an action such as a search needs one.
  2. The app shows the skill, its bonus and, when the GM set one, the DC.
  3. The player rolls the d20.
  4. The app adds the bonus and compares the total with the DC.

The 18 Skills

  • Strength: Athletics.
  • Dexterity: Acrobatics, Sleight of Hand, Stealth.
  • Intelligence: Arcana, History, Investigation, Nature, Religion.
  • Wisdom: Animal Handling, Insight, Medicine, Perception, Survival.
  • Charisma: Deception, Intimidation, Performance, Persuasion.
  • Constitution has no skills; it is used for checks and saves on its own.

Trained Skills Rules Detail

  • A skill bonus is the ability modifier, plus the proficiency bonus when the character is trained in it.
  • Training comes from the class (Fighter, Cleric and Mage choose two, Rogue four), from the species (Elves: Perception) and from a Human's extra skill.

Making a Check

  • An ability check is a d20 plus a skill bonus, or plus an ability modifier when no skill fits.
  • Meet or beat the DC to succeed.
  • The GM can ask anyone for a check at any time. Searches, locks and traps ask for their own checks.
  • Searches use Investigation unless the object names another check. Haggling uses Persuasion; forcing a lock, Athletics.

Private Results

  • What a character notices, senses or recalls is theirs: results of Perception, Insight, Investigation, Arcana, History, Nature, Religion, Survival and Medicine checks go to that player and the GM only.
  • The player decides what to share with the others.

From the ruleset data

All skills

SkillAbilityUsed for
AcrobaticsDexterityBalance, tumbling, staying on your feet.
Animal HandlingWisdomCalming and guiding animals.
ArcanaIntelligenceKnowing about magic and magical things.
AthleticsStrengthClimbing, jumping, swimming, grappling.
DeceptionCharismaLying convincingly.
HistoryIntelligenceRemembering events, places and legends.
InsightWisdomTelling what someone really means.
IntimidationCharismaGetting your way through threats.
InvestigationIntelligenceSearching for clues and working things out.
MedicineWisdomTreating wounds and illness.
NatureIntelligencePlants, animals, weather and terrain.
PerceptionWisdomNoticing things: hidden doors, ambushes, voices.
PerformanceCharismaMusic, acting and storytelling.
PersuasionCharismaConvincing people honestly.
ReligionIntelligenceGods, rites and holy symbols.
Sleight of HandDexterityPicking pockets and palming things.
StealthDexterityMoving without being seen or heard.
SurvivalWisdomTracking, hunting and finding your way.

Important rules

  • Skill bonus = ability modifier + proficiency bonus when trained.
  • Meet or beat the DC to succeed.

Common questions

Can I try a skill I'm not trained in?

Yes. You just don't add the proficiency bonus.

Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)