Post by Spookypatrol [Delia] on Aug 1, 2015 12:00:52 GMT -5
Apart from class skills, skill checks regarding universal skills (such as Sneak) are utilized at GM discretion here on Dungeons & Darknuts. The following is a list of more common skills:
*Note, more skills will be added over time as they come into use.
Stealth
User Competency : Target Competency +- Armor mod +- misc modifiers
or (whichever is higher for the user)
User Attack : Target Competency +- Armor mod =- misc modifiers
Surprise
User Competency : Target Competency +- misc modifiers
or (whichever is higher for the user)
User Attack : Target Competency +- misc modifiers
Avoid/Dodge
Target/User Defense : *Trap Difficulty +- misc modifiers
or
Target/User Competency: *Trap Difficulty +- misc modifiers
*Dodge in this context applies only to environment traps, such as falling rocks, icicles, etc. Trap Difficulty is set by the GM. This is a loose formula.
Strength
Target/User Attack : Difficulty +- misc modifiers
Feign
User Competency : Target Competency +- misc modifiers
Persuade
User Competency : Target Competency +- modifiers
Bluff/Deceive
User Competency : Target Competency +- modifiers
Intimidate
User Attack : Target Competency +- modifiers
Trap Disarm
*Trap Difficulty Threshold +- User modifiers
*Like Evade, Disarm's difficulty is largely based on GM choice. Some items or skills may improve Disarm chance. Not all traps can be disarmed with the Disarm skill, regardless of proficiency.
Detect/Perception
User Competency : Target Defense +- misc modifiers
(typically for detecting weaknesses in armor or structures)
or
User Competency : Target Sneak +- misc modifiers
or
User Competency : Target Difficulty Threshold +- misc modifiers
*While detect checks are typically used to identify sneaking or hiding targets, a detect check can also be used to find hidden objects or traps. The difficulty threshold for finding objects/traps is up to the GM.
*Note, more skills will be added over time as they come into use.
Physical Skills
Stealth
User Competency : Target Competency +- Armor mod +- misc modifiers
or (whichever is higher for the user)
User Attack : Target Competency +- Armor mod =- misc modifiers
Surprise
User Competency : Target Competency +- misc modifiers
or (whichever is higher for the user)
User Attack : Target Competency +- misc modifiers
Avoid/Dodge
Target/User Defense : *Trap Difficulty +- misc modifiers
or
Target/User Competency: *Trap Difficulty +- misc modifiers
*Dodge in this context applies only to environment traps, such as falling rocks, icicles, etc. Trap Difficulty is set by the GM. This is a loose formula.
Strength
Target/User Attack : Difficulty +- misc modifiers
Feign
User Competency : Target Competency +- misc modifiers
Social Skills
Persuade
User Competency : Target Competency +- modifiers
Bluff/Deceive
User Competency : Target Competency +- modifiers
Intimidate
User Attack : Target Competency +- modifiers
Other Skills
Trap Disarm
*Trap Difficulty Threshold +- User modifiers
*Like Evade, Disarm's difficulty is largely based on GM choice. Some items or skills may improve Disarm chance. Not all traps can be disarmed with the Disarm skill, regardless of proficiency.
Detect/Perception
User Competency : Target Defense +- misc modifiers
(typically for detecting weaknesses in armor or structures)
or
User Competency : Target Sneak +- misc modifiers
or
User Competency : Target Difficulty Threshold +- misc modifiers
*While detect checks are typically used to identify sneaking or hiding targets, a detect check can also be used to find hidden objects or traps. The difficulty threshold for finding objects/traps is up to the GM.