ATTRIBUTES & THE GAME


Throughout the game, the Referee and players must resolve whether or not specific actions succeed or fail. These actions might include tracking a band of goblins, detecting a trap, swimming a mighty river or resisting the effects of a giant snake’s poison. To resolve these situations and others, a player rolls a d20 and adds the character’s level and the attribute modifier of one of the character’s six attributes that is being checked against. If the total score exceeds the number representing the difficulty of conflict requiring the check, the character succeeds.

This simple attribute check mechanic for resolving conflicts underlies the whole of the game. Before describing the attribute check in more detail, it is important to note that only those activities which have a significant chance of failure, as determined by the Referee, should be resolved by a dice roll. In most cases, narrative development and not chance should guide the game. Judicious use of the attribute check is essential to maintaining the fast flow of action and adventure. There are instances in which the attribute check is required. These include all class ability checks and saving throws, and those other instances where the Referee deems a check necessary to resolve a conflict.

Once it is decided an attribute check is needed, the Referee must identify the attribute to be checked against. In most cases, the answer is obvious. In the case of class abilities and saving throws, the appropriate attribute has already been identified. With class abilities, the associated attribute is in the ability’s description. For example, when Melth the rogue picks a pocket, a dexterity attribute check must be made to determine success. Saving throws, which are discussed below, list their associated attribute.

Non-specified situations requiring a check are typically easy to resolve as well.

The attribute descriptions located at the beginning of the book should aid in deciding which attribute to associate with specific actions. For example, Bjorn attempts to push a statue over onto the kobold war chief Krublet. The statue is exceedingly heavy, even for the great Bjorn. The Referee might require an attribute check against Bjorn’s strength. Once the associated attribute is chosen, the Referee must calculate the character’s chance of success. The chance of success is determined by a number called the challenge class (CC). The challenge class mirrors armor class in that to succeed, the attribute check result must be greater than or equal to the challenge class.

To determine the challenge class, two simple steps are required. The Referee must determine the base chance of success (challenge base), and the level of difficulty of the challenge involved (challenge level).

The first step in calculating challenge class is to determine the challenge base (CB). The challenge base is always either a 12 or an 18. Challenge base is dependent on whether or not the attribute being checked against is a character’s prime attribute or secondary attribute. If the attribute is prime, the challenge base is 12. If the attribute is secondary, the challenge base is 18.

Returning to our example, Bjorn the fighter has a strength prime attribute. Thus, the challenge base for his action would be 12. If Bjorn were a wizard, and strength was a secondary attribute, his challenge base would be 18. The second step in calculating challenge class is determining the conflict’s challenge level (CL). The Referee has vast discretion in determining challenge level. Although the task sounds difficult, it is actually fairly easy. Challenge level is nothing more than the level of difficulty of the action attempted or the reaction made.

The simplest way to determine challenge level is by referencing the level or hit dice of the non-player character or monster to which the character making the check is acting against or reacting to. In such cases, challenge level is equal to the level or hit dice of the non-player character or monster involved. A monster’s challenge level is equal to its hit dice; a spell’s challenge level is equal to the level or hit dice of its caster; a trap’s challenge level is equal to the level of the person who set it. For instance, if an 8 hit dice creature uses a paralysing gaze ability on a character, the challenge level would be 8. If a 6th level wizard cast a spell on a character for which a saving throw is allowed, the challenge level would be 6. If a rogue attempts to deactivate a trap set by another 4th level rogue, the challenge level would be 4.

There are more arbitrary situations that require the Referee to create an adequate challenge level. If a character is attempting a task such as making an extraordinary jump or swinging on a rope to grab an object, the Referee needs to assign a difficulty to the task. A good way to assign such a challenge level is to think of the task’s difficulty as if it were a monster, and then assign a challenge level equal to the hit dice of the monster imagined. In this way, a level or hit dice can be assigned tasks such as swimming a river, knocking down a door, jumping a pit or catching a falling object. For example, a character might wish to jump over a 6 foot wide pit. Assuming the character is unarmored and has room to run and jump, this is a fairly easy task that is perhaps equivalent to the degree of difficulty involved in a 1st level fighter combating a 1 HD monster. Thus, the Referee assigns a challenge level of 1. However, if the character is heavily weighted down, leaping across the space could be deemed a 2 or higher. As a rule of thumb, a challenge level of 1 to 5 is adequate for easy tasks. For difficult tasks, a challenge level of 6 to 10 works well. For very difficult tasks, a challenge level of 11 to 15 suffices. Heroic actions require a challenge level of 15 to 20 or even higher. When in doubt, err on the low side since it never hurts a game to have a character succeed in something difficult.

After the challenge base and challenge level are determined, the Referee adds them together. The sum is the challenge class for the attribute check. The score is the number which the player must beat on the check. Let us turn again to the example of Bjorn. He is a 5th level fighter with strength as a prime attribute. His challenge base to topple the statue would be 12. Pushing over that statue is a simple to difficult task, so a challenge level of 4 is assigned to the action. Adding 12 and 4 results in a total challenge class of 16. Therefore, the player must roll a modified 16 or better to push the statue over and onto the kobold.

The player makes the attribute check by rolling a d20 and adding Bjorn’s level and strength attribute modifier. For this example, let’s assume Bjorn’s player rolls an 11. Bjorn’s level (5) and strength modifier (16 strength grants a +2) are added to the 11 for a total of 18. This beats the 16 challenge class, so the statue creaks and sways for a moment, then falls on the kobold war chief, squashing it. In short, the process of the attribute check involves the player rolling a d20 and adding the character’s level and the appropriate attribute modifier.

That total number must be equal to or greater than the challenge class, as determined by the Referee.

Before concluding, it is recommended that the Referee keep the challenge class secret. By keeping it secret, anticipation and the unknown thrill of success or failure is maintained in the game. Simply telling the player that the attribute check is made against a prime attribute or secondary attribute conveys an idea of the base chance of success, and allows the player to make the attribute check roll. The player would then convey the total result to the Referee without knowing what score is needed to succeed. The Referee then narratively describes success or failure.

USING ATTRIBUTE CHECKS IN YOUR GAME


One of the challenges of running a game is deciding when and how to use the rules of the game to enhance the game play experience. Knowing when and how to use the attribute check to the best advantage will make for a fun and exciting game. Misusing them will cause the game to become bogged down with trivialities. Saving throws and class ability checks are two uses of attribute checks that are self-explanatory. As noted above, the most difficult are those other circumstances requiring a general attribute check to be made.

Additionally, the concept of the primary attribute and secondary attribute plays a role as well. Just because a character has a high score in an attribute does not mean that the character has the ability to use it best. A fighter with a 15 strength, which is a prime attribute, knows better how to utilize his body’s strength, whether through leverage or athletic ability or training, than does a wizard with a 15 strength that is a secondary attribute.

THE REFEREE AND THE GAME


A character with a prime attribute of intelligence is grounded in the real and concrete, and is quite able at the art of deduction. They better separate illusion from reality. This is true even if the character has only an intelligence score of 11. There may be characters with higher intelligence scores, but as a secondary attribute. Those characters may be quick witted, or smarter, but they do not have the natural aptitude for methodological reasoning. Thus, the less intelligent character with intelligence as a prime attribute may be slower in reasoning, but ultimately the character has a better chance of successfully deducing a situation.

Such should be kept in mind in reading the following discussion and examples of attribute checks as they relate to each of the six attributes.

STRENGTH


The strength check should be used sparingly and with a healthy dose of common sense. A boulder weighing over a ton cannot be lifted, even by a character with a strength score of 18. A rock for a sling stone can be lifted by anyone. This extreme example illustrates the potential downside of relying on attribute checks to resolve situations in a game. If done too often, the act of making a check can begin to replace the essential value of common sense when determining the outcome of events.

Strength checks are most useful when a character is attempting feat of strength beyond the norm. It often involves a situation where a character is matched against another creature or character, or against a force of nature. Or it might involve a character attempting a physical maneuver of an object that involves more than just lifting.

Example one: Logmar the Black, a 6th level fighter, is attempting to lift a fallen ship’s mast off his boon comrade while trying to avoid being swept overboard by a raging sea. The Referee rules that Logmar, with 16 strength (+2 modifier), would be able to lift the mast, but an attribute check is needed to determine if Logmar can succeed under the stress of the situation. Logmar’s player rolls d20 and scores a 12. His level and strength modifier are added, giving a total of 20. The challenge base of the check is 12 because Logmar has strength as a prime attribute. The Referee has determined that the slipperiness of the deck and mast would equate to a challenge level of 8. This calculates to a total challenge class of 20. Because the attribute check equals the challenge class, Logmar succeeds in lifting the mast. If Logmar’s Strength was 7, the Referee might decide that lifting the mast was impossible, and not even allow an attribute check.

Example two: Two characters need to swim a raging river. The first character is a halfling barbarian from the desert who has never encountered a large body of water or a raging river. The second character is a human ranger who was raised on the banks of a large river. The halfling cannot swim, but the ranger can. Swimming a river is most closely associated with strength. In this case, the Referee might decide that the halfling cannot swim the river, or can attempt to swim the river but at a very difficult to heroic challenge level. Conversely, the Referee might determine that the ranger can automatically swim the river, or can attempt to swim the river at only a difficult challenge level. Thus, a character’s background, or even class or experience from past adventures can play a role in determining success or failure.

DEXTERITY


Characters occasionally find themselves in situations where their reflexes and balance are tested. Dexterity checks should be used in those situations where the consequences are most dire, or dependent upon some deft maneuver to avoid a hazard. A dexterity check might also be required when a character attempts to throw an unusual object, make a difficult throw of a grappling hook, catch an object, retrieve an item quickly or any number of possibilities.

Example one: Climbing a large oak tree is easy for most reasonably fit people. A character climbing a tree in calm circumstances need not make a dexterity check. Climbing a tree while taking enemy fire from orcs is much more difficult. A character in this case might be required to make a dexterity check to avoid missteps or accidents due to the stress and added danger of the situation.

Example two: A bard is walking down a dungeon corridor, banging his staff before him in an attempt to set off and avoid a pit trap. The Referee has determined that the force of the mere staff detection maneuver is not sufficient to actually set off a trap. But, the Referee might allow the bard a dexterity check to jump backwards and avoid the pit trap he just set off because the player was at least involved in role playing the precaution.

CONSTITUTION


There are plenty of situations in a game where a player might wish to push the limits of the character’s health and stamina. For example, a character may need to run a mile, in full chainmail, without stopping. If a Referee needs to determine if a character can succeed at tasks such as this, a constitution check is used.

As with any check, common sense must be used. A contest of endurance between a character with a constitution of 4 and one with a constitution of 16 is really no contest at all. However, a contest between characters with 15 and 17 would be much closer, and constitution checks might be needed to determine how long each character could succeed at the task, such as holding a book in each hand with outstretched arms.

Example one: Pround, an 8th level monk, is running a message to a nearby town while being pursued by orcs. Pround is faster than the orcs, as long as he can continue running. His constitution is 15, and it is one of his prime attributes. The player wishes to push his monk beyond the normal limits to get the message to the town faster. The player decides that the monk will forgo rest during the run. The Referee might require a constitution check to determine if the monk is successful.

Example two: A fighter in a deadly battle suffers a heavy blow to his arm from a giant’s club. The Referee decides that the force of the blow is so powerful, the fighter must make a successful constitution check or suffer a broken arm.

INTELLIGENCE


Characters often face daunting puzzles and tasks of mental discipline on their adventures. Intelligence checks are one way to help determine the success of a character at those tasks. Caution should be used, however, lest the roll of the dice be used to solve all of a player’s problems. Part of the fun of the game is the sense of accomplishment gained when role playing, reasoning, and solving problems or recalling information. Getting the answers from rolling dice leaves that accomplishment empty.

Example one: A group of characters comes across an elaborate puzzle that must be solved to gain access to an ancient vault. After some time debating and trying various solutions, nothing seems to be working.

To keep the game moving, the Referee allows the party’s wizard the opportunity to make an intelligence attribute check. The attribute check is successful, and the Referee gives the wizard’s player a hint for solving the puzzle.

Example two: An elf enters an alchemist’s laboratory and finds an ancient tome buried beneath a pile of vials and other equipment used for experiments. A rune on the tome’s cover seems familiar to the elf. The rune is actually the personal symbol of an illusionist the elf battled years ago at the beginning of his career. The Referee decides to allow the elf an intelligence attribute check to recall the information.

WISDOM


Where a character, and not a player, has had an experience that could impact a present circumstance, a wisdom attribute check is often involved. Wisdom checks often help resolve unclear circumstances through hunches or gut feeling. Wisdom is also used to determine surprise, or when allowed, to spot something not normal about a situation. Wisdom checks are a particularly useful device with new players that may be confused in such a circumstance.

In the end, the ultimate determination of whether to allow a wisdom check or not lies in those circumstances where the fictional character’s knowledge and experience would exceed the player’s personal knowledge. The character’s background and experiences play an important role in this.

However, wisdom checks should not always be used to help characters find hidden objects or gain intuitive insight. A player should pay attention to the Referee’s narrative description, and the Referee should allow alert players to spot potential threats or find hidden items, especially if deftly role played. Wisdom checks are not a replacement for alert and cautious play nor incautious play. Also, as detailed ahead, surprise is a special type of wisdom check with its own rules.

Example one: While a dwarf has a natural racial ability to detect unsafe walls, a human wizard does not. Suppose, however, that a wizard once had the unfortunate experience of falling victim to a wall trap in a dungeon. The wizard has now, unknown to him, chanced across a similar wall trap. The wizard’s player does not immediately deduce the situation. The Referee, however, decides that the wizard character would have a chance to do so. The Referee allows the wizard’s player to make a wisdom check. If successful, the Referee specifically describes the situation in detail to the player, or simply states that something about the passageway ahead reminds the wizard of the trap encountered years earlier.

Example two: A ranger wants to fashion a makeshift raft to cross a river. The Referee determines that the ranger was trained in making rafts, or at least would have the general knowledge in how to go about doing so. The ranger’s player happens to be a life long city dweller who has never even camped in the woods or floated in a canoe. In these circumstances, the Referee should allow the ranger a wisdom check, at an easy challenge level, to complete the task even though the player has no idea on how to describe his character’s actions in making the raft.

CHARISMA


Feats of will between two creatures along with situations involving leadership, reaction, loyalty and negotiation are areas governed by charisma. As with intelligence checks, players should be given the opportunity to succeed through role play before checks are required. If the Referee deems an argument or negotiation persuasive, then success can be allowed without requiring a check. Under no circumstances should charisma checks replace the need for players to role play interactions. If the character wants a deal from a shopkeeper, the player should have to negotiate that deal. A charisma check might aid in the resolution of the task, but it should not determine it outright. A successful charisma check in the negotiation of a peace treaty, for example, might cause the opposing side to offer a small concession, but the ultimate success will depend on the player’s role playing ability.

However, as with wisdom, sometimes a character’s charisma will be greater than the player’s ability to role play that charisma. The Referee should take that into account when making situational rulings. A paladin with 18 charisma would have some success in convincing a group of villagers to aid in hunting down an evil bandit in the region, even if the player cannot deliver a speech like Julius Caesar. If the player can give an adequate speech with a modicum of acting or oration ability, the Referee should allow some success.

Imposing one’s will over another creature is one of the most difficult situations for the Referee to referee. In such cases, a character’s charisma score is the primary determinative of success. In most cases, a roll may not even be required.

Example one: A hireling wishes to quit the party after a particularly dangerous fight. The Referee might allow a character, after some role playing a charisma check to determine whether or not the hireling changes his mind.

Example two: Fagan, a druid, decides to mediate a deal between two feuding merchants. Fagan’s charisma is a 17 and a prime attribute. After some roleplaying, the Referee decides that Fagan’s player has given the negotiations an honest try, and allows a charisma check. The check is successful, and the Referee rules that one merchant might settle if the price is right.

ADDING CHARACTER LEVEL TO CHECKS


There will be times when a player will want a character to attempt an action that intrudes in the realm of the class ability of another character class. For example, a fighter might wish to open a lock, or a wizard might attempt to track. It is up to the Referee to decide if such an action is even possible. In general, it is recommended that a Referee should disallow a character a chance of success in attempting a non-class ability.

If a Referee, for whatever reason, does allow a character to attempt a nonclass ability, then the attribute mechanic changes in one significant way. The character does not add his level to the attribute check roll. Instead, the character rolls a d20 and adds the appropriate attribute modifier only.

For example, Arack, a 5th level dwarf fighter, attempts to pick a pocket. His dexterity is 13, but it is a secondary attribute. The Referee allows the attempt. Arack rolls a d20, scoring a 12. The dexterity modifier of +1 is added to the roll for a total of 13. The task fails, however, because a 24 was needed to succeed since the challenge base was 18 (secondary attribute) and Arack was attempting to pick the pocket of a 6th level character.

Another example would be Drox, a 5th level fighter with a 12 dexterity. Dexterity is one of Drox’s prime attributes. He tries to sneak across a squeaky wooden floor without being heard by the sleeping wizard on the other end of the room. He scores 16 on his d20 roll, and adds nothing. Because 16 does not beat his challenge base of 12 (prime) plus the challenge level of 5, he causes the floor to squeak and wakes up the wizard. If Drox were a rogue, he would be able to add his level, and would have succeeded at the task with a total of 21.

It is important to note that the abilities of each class have the best results when used by only that class. A rogue can move silently, with an absolute absence of sound. A fighter, therefore, should only be able to move very quietly, even with a successful roll.

A rogue moving silently in order to sneak up on a guard would not alert that guard with a successful check. However, a fighter moving quietly, even with a successful roll, should still stand a chance of being noticed by the guard. Thus, the Referee might allow the guard a wisdom check to notice the fighter moving quietly up behind him.

« Index « Back

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License.
Creative Commons License
© 2007 LoreWeaver