CH 7: Using Ability Scores Flashcards
What are the six ability scores?
Strength Dexterity Constitution Intelligence Wisdom Charisma
What are the three main rolls in the game?
Ability Check
Saving Throw
Attack Roll
Ability Scores and Modifiers
Each ability score has an ability modifier. The modifier is calculated as follows:
(Ability score - 10 ) / 2 ; round down. So, if your DEX was 16, you would subtract 10, leaving 6. Then divide 6 by 2, giving you three. Your DEX modifier would be +3.
Advantage and Disadvantage
Some spells or abilities will tell you that you have advantage or disadvantage. If you have advantage, you roll two d20s for that roll and pick the higher (opposite for disadvantage). You can’t have double advantage or disadvantage, ever.
Proficiency Bonus
This bonus is used only when the rules say so. Your proficiency bonus is determined by your level.
Ability Checks
The DM calls for an ability check when a player or creature attempts an action where the outcome isn’t certain.
For every ability check, the DM decides the Difficulty Class (DC)
Contests
When creatures or characters attempt to do the same thing ( both try to grab something off the ground, try to open or close a door / one one either side) instead of rolling against a DC, they compare rolls in a contest, winner succeeding .
STRENGTH
Strength measures bodily power, athletic training, and
the extent which you can exert raw physical force.
Which ability score modifier do you add when rolling attack rolls and damage rolls with a MELEE weapon?
Strength modifier.
How do you determine your carrying capacity? (lbs)
Your strength x 15
How much can you push, drag & lift?
Double your carrying capacity (or your strength x 30)
While pushing or dragging weight in excess of your carrying capacity, what does your movement reduce to?
5 feet.
How much does a creature’s carrying capacity change each time you increase one size about medium?
Doubles each time you increase one size above medium.
DEXTERITY CHECKS
A Dexterity check can model any attempt to move
nimbly, quickly, or quietly, or to keep from falling
on tricky footing. The Acrobatics, Sleight of Hand,
and Stealth skills reflect aptitude in certain kinds of
Dexterity checks.
Acrobatics
Your Dexterity (Acrobatics) check covers
your attempt to stay on your feet in a tricky situation,
such as when you’re trying to run across a sheet of ice,
balance on a tightrope, or stay upright on a rocking
ship’s deck. The DM might also call for a Dexterity
(Acrobatics) check to see if you can perform acrobatic
stunts, including dives, rolls, somersaults, and flips.