4th EDITION D&D SRD (PREVIEW) - SKILLS
Rangers and Rogues get 6 trained skills, others get 4.
SKILL CHECKS: Characters roll skill checks against a variety of DCs of varying levels including Easy (10) Medium (15) and Hard (20). Players choose which level they are rolling against and the level of success is related to the level of difficulty. Thus, a character who rolls a successful History check at 'Easy' will get less information than one who does so at 'Hard'. Different skills do different things. For instance a party is chased by city guards; the dwarf tosses over a cart (Med STR check) to slow them down, the ranger climbs to a roof (Med Acrobatic Dex), and the warlock bluffs so well that he practically starts ordering the guards around himself (Hard Bluff).
Note: The Rules Appendix from the Scalegloom Halls RPGA Adventure Preview lists the DC as follows: "In general at 1st-3rd level, easy tasks have a DC of 15, moderate tasks have a DC of 20, and difficult tasks have a DC of 25 or higher."
- Acrobatics* (Dex): Use this skill to test your balance on narrow or unstable surfaces, to escape from a grab or from restraints, and (if you're trained) to reduce your damage when you fall.
- Arcana (Int): You have knowledge about magic and magical effects and (if you're trained) you know how to detect a persistent magical effect.
- Athletics* (Str): Use this skill to climb, swim, or jump.
- Bluff (Cha): Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies.
- Deception (Cha) Not sure about this one...
- Diplomacy (Cha): Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.
- Dungeoneering (Wis): You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.
- Endurance (Con): Use this skill to stave off ill effects and to push beyond normal physical limits.
- Heal (Wis): Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease.
- History (Int) You have knowledge about history, including significant events, legends, customs, and traditions.
- Insight (Wis) Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
- Intimidate (Cha): Use this skill to influence others through hostile actions and overt threats.
- Nature (Int): You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
- Perception (Wis): Use this skill to notice clues, spot imminent dangers, and locate hidden objects.
- Religion (Int): You have knowledge of religious traditions.
- Stealth* (Dex): Use this skill to hide and move silently.
- Streetwise (Cha): You know how to get the lay of the land in an urban setting.
- Thievery (Dex): Use this skill to disable traps, open locks, pick pockets, and perform other sleights of hand.
* Armor check penalty applies (-2 for medium, -4 for heavy)
PASSIVE SKILLS: Passive checks are for DMs to have a target number for secret rolls instead of asking players to roll and thus possibly tipping them off.
- Passive Insight
- Passive Perception
Sources: D&D Miniatures Game Battle Rules∞, What You Need to Know About D&D - Quick Rules Primer∞, d20 System SRD∞, D&D Glossary∞
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