Why?
Combat is a central mechanic for most DnD games. It allows the players to use make interesting choices and see how they play out. Players get to use a variety of skills in order to achieve success. Their shortcomings are also a liability in combat, making their development choices meaningful over time.
You could reduce combat to a single roll, simply add up all the players to hit modifiers vs the enemies, make a single "combat check" and that's that. That wouldn't be interesting at all in comparison and yet we essentially do that for skills.
Goals
This system is designed to add several things to the times players opt to use their skills.
- Agency on the players part
- dramatic tension
- incisiveness of other players / class builds
When to use this system
In core 5e there are two types of checks, individual and group. This is not meant to replace these for all cases. You should consider this system when the PCs reach a climactic moment, when they are working on a complex task, or when they are trying to accomplish something over time.
Individual checks: Use these for targeted checks with a specific goal, checks with a concrete single action, or checks where a pc can only attempt it once. Examples would be jumping over a gap, trying to get evaluate an NPC using insight, using the medicine skill to heal, or recalling a specific piece of information.
Group Checks: These are best used when the group is acting as a whole over a non-instant period of time, but where the outcome does not have a lot of depth. Examples include survival checks to get to a destination without getting lost, trying to sneak up on a camp, or searching a room. The result of this check isn't likely to be that different then using this system but there's no chance to expand. This is absolutely fine for cases where you just need a to inject some feeling of challenge to the world without making every minor action into a huge event.
Skill tests: This is the system presented below. In order to make this system worthwhile over a group check the DM and players must invest time and effort into creating the event. This is analogous to combat in that there chances for players to have agency in the process and make strategic decisions.
The primary things to remember when using this system.
- PCs suggest an action they'd like to take, the DM suggests a skill or two they can use, and after the roll the DM describes the result. PCs should almost never say "I make an (insert ability here) check" unless that's very appropriate.
- As best as possible, consider using a variety of skills. For example, in a chase you could suggest intimidation if the PCs ask which way someone went or survival to guess which path the enemy took through the caves.
- The DCs might initially seem low. There's a LOT of math that went into these DCs and they are chosen carefully. A low DC on one check is easy to overcome but when you make multiple checks the difficulty increases quickly.
- Follow the order of steps in creating the skill, the order of choices is central to maintaining balance in the system.
- Frequently reward the PCs for thinking outside the box. For example if the PC chooses to use an odd skill but can back it up with a solid connection to the character or creates a backstory element, give them advantage. If the PCs have a particularly awesome idea give them a free check.
- Use disadvantage rarely. This system is designed to not feel like a guaranteed win, and in the long run you'll do much better encouraging good behavior than punishing low effort.
Mechanics
Terms
The entire process is called a test. An individual roll is called a check and results in either a success or a failure.
Setup
- The starting DC is 8 + (Player Level / 3, round down). Alternately you can use 8 + (CR / 3, round down) if that feels appropriate the the situation. For example, a complex trap with a specific would use the DC of the trap.
- If the difficulty should be in reaction to a variable condition you can have the PCs make 3 checks with 3 different skills. The DC is the DC of a moderate check for their level. 0 successes = difficult, 1-2 success = moderate, and 3 successes = difficult. {1
- Decide if this is a trivial, moderate, or difficult challenge.
- Adjust the DC based on the difficulty of the challenge.
- For a trivial challenge do not change the DC. the PCs will very rarely fail a trivial challenge. An expert essentially cannot fail a check. This will require 3 successful checks.
- If the the puzzle is moderately hard, the enemy has a slight advantage, or creature is skeptical of the PCs, +2 to the base DC. The PCs are somewhat likely to pass this test, failing about 25% of the time. An expert will only rarely fail at tier 1 and tier 2. This will require 4 successful checks.
- If this enemy is opposed, the PCs are in over their heads, or the PCs start off behind, then this is a difficult challenge. Add 4 to the base DC. The PCs will pass this test about half the time. An expert is likely to pass at tier 1 and two, and almost never fails at tier 3 and 4. This will require 5 checks.
| Trivial | Moderate | Difficult | |
|---|---|---|---|
| 1- 5 | 8 | 10 | 12 |
| 6-10 | 10 | 14 | 16 |
| 11-15 | 12 | 16 | 18 |
| 16-20 | 14 | 18 | 20 |
| Number of Successes | 3 | 4 | 5 |
| Approximate Success range | 90-100% | 60-90% | 30-65% |
Success conditions
In order to accomplish their goal, the PCs must succeed a number of rolls based on the challenge.
If the PCs fail 3 rolls then they fail the test. if they have acquired at least two successes they may be granted some concession, such as advantage on a save vs a trap or the guards merely turning them away instead of raising an alarm.
If the PCs expend a spell (or similar resource) of at least spell level (CR / 5, rounding up), they gain advantage on their next check, plus 1 check for each spell level above the minimum. A CR 7 challenge would require a level 2 spell for one check. If a 4th level spell was used, the pcs would gain advantage on 3 checks.
If the PCs put in extra effort give them advantage. If the PCs suggest something exceptional that adds to the game, give them a free success.
Alterations
For a longer test, add an additional check and subtract 1 from the DC (minimum 0).
For a harder challenge, add either 1 to the DC or an extra check. Note that 6 total checks or a modifier of +5 will be very difficult, the PCs only passing about 1/3 of the time. Adding both will result in a harder challenge but not as hard as the next category. A difficult challenge with +5 and 6 checks is very likely to fail. The PCs will pass only 1 out of ever 4 tests.
Running
Ask for what the PCs intend to do, not results. "I reach for the rope" is better than "I pull the rope up".
When a PC wants to act they must explain what their pc is doing, RP, or otherwise justify the skill check, otherwise they have disadvantage on their roll. (Use disadvantage sparingly, esp at first as PCs get used to the system)
If multiple PCs can are involved they all must make a check before another can take a second check. This simulates "rounds" in combat and prevents one PC from doing many things at once.
If a PC attempts to go twice before all have gone once, then it is at disadvantage. This rule should be flexible, since many times it will make sense for a PC act more than others. This rule should be the default unless the PCs can explain why it makes sense.
If the same skill is used twice in a row this is also disadvantage. This should be used regularly since it encourages the PCs being creative though you can skip this if the situation demands it.
Starting conditions
If the starting conditions are contested, have the PCs roll three checks against the passive DC of the target. The same rules for multiple skills/players and disadvantage applies.
3 pass = easy, 1-2 pass = moderate, 0 pass = hard
Experience
Experience is rewarded based on the CR of the challenge. Each PC receives the same amount reguardless of how many PCs were involved. Start by finding the base experience, which is equal to XP awarded by a creature of the same CR as the test.
For a trivial test, divide the base xp by 8, each PC gets that amount. For a moderate test, divide the xp by 4, and for a difficult, divide by 3.
Alternately, for more exact values, you can also refer to the XP Thresholds by Character Level table in the DMG (page 82). Use the values for easy, medium, and hard to represent trivial, moderate, and difficult. This table grants slightly less experience overall, but not enough to damage progression.
| Level | Trivial | Moderate | Difficult |
|---|---|---|---|
| 1 | 25 | 50 | 75 |
| 2 | 50 | 100 | 150 |
| 3 | 75 | 150 | 225 |
| 4 | 125 | 250 | 375 |
| 5 | 250 | 500 | 750 |
| 6 | 300 | 600 | 900 |
| 7 | 350 | 750 | 1100 |
| 8 | 450 | 900 | 1400 |
| 9 | 550 | 1100 | 1600 |
| 10 | 600 | 1200 | 1900 |
| 11 | 800 | 1600 | 2400 |
| 12 | 1000 | 2000 | 3000 |
| 13 | 1100 | 2200 | 3400 |
| 14 | 1250 | 2500 | 3800 |
| 15 | 1400 | 2800 | 4300 |
| 16 | 1600 | 3200 | 4800 |
| 17 | 2000 | 3900 | 5900 |
| 18 | 2100 | 4200 | 6300 |
| 19 | 2400 | 4900 | 7300 |
| 20 | 2800 | 5700 | 8500 |
Examples
Example:
Situation: Rocky the dwarf and Wispy the Elf are blown over the cliff by a gust of wind.
The PCs are level 4, so the base DC is 9. There are 5 PCs. (Rocky, Wispy, Barb, Izard, Roguely)
Barb the Barbarian: I drop my weapons and reach out to grab Rocky. result: Athletics 17
DM: Hrm, you gotta be there first, but good reaction, make an Acrobatics check, with advantage for being quick on your feet.
Barb: result: 13.
Izard the Wizard: I use mage hand to throw my rope from my pack to wispy.
DM: Sounds good, give me an Survival check.
Izard: damn, 6.
DM: Ok, so as the two are tossed over the cliff the rest of the party reaches out. Roguely what are you up to?
Roguely: I figure that Barb can handle the weight of the dwarf, so I reach for the rope.
DM: That makes sense, give me a Perception check to make that decision quickly.
Roguely: 22. Bamn.
DM: Ok, barb has a solid hand on Rocky and Roguely has take the weight from Izard's rope.
(mechanical: That was the setup phase. The PCs got 2 successes out of three checks, so start them at moderate. Meaning a DC of 11 and 4 checks. Given that this is a simple situation, I'll drop the number of successes by 1. So the PCs need to make 3 DC 11 checks to get them up.)
(Plot: Decide the outcome. In this case the pcs don't fall to their death, instead they are dropped to a ledge below. This can either cause limited damage 1d6 or 2d6, or perhaps delay a chase. In this case I decide there is a cave below with a monster guarding treasure. They will take damage but see the glint of gold.)
DM: Alright, who's taking the first action?
Wispy: Acrobatics to climb back up.
DM: What does that look like? Otherwise a flat check is at disadvantage.
Wispy: Right. Wispy thinks back to the time she fell off a huge tree and remembers putting her fingers into the roots of tiny plants to gain traction.
DM: Sweet. Make a check, or tell me a quick story for advantage.
Wispy: It was during her training, her mentor wanted to push her and knocked her off the cliff, ready to cast feather fall should she fail.
MORE HERE
Escaping thief
CR3 challenge 700 xp
A thief flees into a busy market. Roll 3 : perception(watch the crowd), investigation(guess where they are headed), intimidation(quickly ask people where the thief went).
Usable skills: Acrobatics, Investigation, Insight, Perception, Intimidation.
Example responses:
Acrobatics, pass : As you chase the thief you see an empty stretch behind some carts, you slip into the open space and gain some ground.
Insight, pass: Your eyes scan the crowd looking at faces. You hear a small child start crying, as if started by a stranger.
Intimidation, fail: You approach a guard and ask which way the cloaked figure went. Sensing trouble the guard tells you to slow down and walk calmly or else there'll be trouble.