Ability/Skill Checks

After some laboring over how to handle skills and ability checks, I decided to import something just as old school as the original D&D itself.

Ability checks are taken wholesale from Tunnels & Trolls. It is the Saving Roll.

When something happens that would call for a skill or ability check, the players will roll 2d6 and add the appropriate ability score, as determined by the DM, to the total. That total is compared to a difficulty class to determine success. Along with that, the DARO rule is in effect. DARO means “doubles add and roll over.” This can lead to some legendary results.

For example, a character wants try to see if the can decipher some runes on a stone. Intelligence would be the proper ability score here. The player would roll 2d6 and add the intelligence score (NOT the modifer) to the result. If the intelligence score is 13 and the dice roll is 8, the result is 21. That number is checked against the level of difficulty to determine if the check was successful. This was a more difficult test since the runes are from a script not local to the area, and required a result of 30 to be successful. So this check failed and the runes were unable to be recognized.

However, is the result of 8 was gotten by rolling a pair of “4’s”, the player would take the result of 21, roll the 2d6 again, and add the new result to the original total. So, in our case, the dice are rolled again with a result of 9, which is added to the result of 21. The new total is 30 and that means the character recognizes the runes.

The DARO rules applies until doubles are no longer rolled on the dice, which can lead to some legendary results.

Ability/Skill Checks

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