Post by Moonlight on Apr 6, 2009 18:58:41 GMT -5
Skills within Dungeons and Dragons allow your character to participate and accomplish acts within the game itself. Simply and technically put you roll the die, add modifiers and compare it to the difficulty number of what you're trying to accomplish. If it's lower you fail, higher you succeed.
If you wanted a more complex definition then here it is- When rolling for a skill check, for example, an acrobatic check for a jump across a small chasm there is certain numbers that go into whether you succeed or fail in your jump.
-Your overall experience (One-half your level) Basically, how long you've lived, how long you've experienced life and picked up on ways to do things.
-Natural Talent (Your ability modifier) Some people naturally have more dexterity and are better jumpers.
-Other applicable factors- If it's storming and thundering out, you're going to have a much more difficult time jumping that chasm than on a bright calm summer day.
-Luck (The dice roll) Say you managed to get the perfect grip with your feet right before you sprung, or stong gust of wind help blew you across. Maybe the opposite happened and you tripped over a rock, or even more embarrasing- your own feet. Sometimes things happen.
When you add all these things together you compare it to the difficulty class of jumping the chasm. We'll say it has a difficulty of 20. This particular character is level 4- nothing special, but he's definitely been out and about so half his level is 2. Add this 2 to his dexterity modifier which is +1 because he has a 12 in ability score and you have 3. So then he rolls the dice for the luck factor and gets...a 2 for a grand total of 5. 5 is way less than 20- therefore the pour soul plummets to his death.
TA DA!
If you wanted a more complex definition then here it is- When rolling for a skill check, for example, an acrobatic check for a jump across a small chasm there is certain numbers that go into whether you succeed or fail in your jump.
-Your overall experience (One-half your level) Basically, how long you've lived, how long you've experienced life and picked up on ways to do things.
-Natural Talent (Your ability modifier) Some people naturally have more dexterity and are better jumpers.
-Other applicable factors- If it's storming and thundering out, you're going to have a much more difficult time jumping that chasm than on a bright calm summer day.
-Luck (The dice roll) Say you managed to get the perfect grip with your feet right before you sprung, or stong gust of wind help blew you across. Maybe the opposite happened and you tripped over a rock, or even more embarrasing- your own feet. Sometimes things happen.
When you add all these things together you compare it to the difficulty class of jumping the chasm. We'll say it has a difficulty of 20. This particular character is level 4- nothing special, but he's definitely been out and about so half his level is 2. Add this 2 to his dexterity modifier which is +1 because he has a 12 in ability score and you have 3. So then he rolls the dice for the luck factor and gets...a 2 for a grand total of 5. 5 is way less than 20- therefore the pour soul plummets to his death.
TA DA!