It's time to take some action! You want to charge across the rickety bridge? Climb the crumbling wall to escape the dire wolf? Kick down the old, rotting door? Great—now make an ability check to see if you succeed.
This chapter sets out some changes to rolling mechanics—such as untyped skill bonuses, broader social interaction, and other minor additions.
With Open Skills, your skills are no longer tied to a single ability—instead, you may apply your skill bonus to any ability check that feels appropriate.
When you are taking an action, try to consider which ability and skill pairing is the best fit for your situation. You may only use one ability and one skill per check.
There's more to social interaction than just charisma—intelligence and wisdom are just as important, and each has their own role to play in conversation.
When you interact with an NPC, the context of your action determines which ability you are using: smarts (intelligence), feelings (wisdom), or presence (charisma).
Here we see Clanda, sitting with her friends in a village tavern, overhear an ill-informed farmer.
GM:"Yea it is, I 'eard it from those boys over at the Grange farm. The moon magic turns you into one o' them lick-oh-tropes."
The farmer is resolute in his belief—it's going to be very hard to change his mind.
If you take the Help action to grant advantage to an ally, you get to roll one of the two d20 during the attempt.
Your ally adds their normal bonuses as if they had rolled the die themselves.
You can't roll multiple attempts for the same action—recalling a piece of knowledge, sweet-talking the castle guard, pushing a heavy boulder aside, etc. But you can work together with your allies to make that one attempt as successful as possible.
Anyone with a relevant skill or background may help you attempt something—the first person grants you advantage (per the Help action), and every additional person grants you a +1 bonus. If the roll fails, however, everyone involved is liable for the consequences.
Reaction speed is determined first-and-foremost by your thoughts—the faster you can think, the faster your brain can tell your body to act.
When rolling for initiative, do not add your Dexterity modifier—instead, add your Intelligence modifier. Break ties first with Dexterity, then Wisdom.
If you are a War Wizard, your Tactical Wit class feature now grants a Dexterity bonus—not Intelligence.
This may also apply to other unique class features or item powers, so judge accordingly.
A tool helps you do something you couldn't otherwise do—pick a lock, craft an item, forge a document. Some tools are basic enough to provide basic use without training—cook's utensils, painter's supplies, dice games. Most, however, require proficiency to use properly.
If you are proficient with a tool, you can add your proficiency bonus to any ability check made with it.
Tools & Skills: If you are proficient with both a tool and a skill—for example, an instrument with Performance, cook's utensils with Survival, a healer's kit with Medicine—you may add your proficiency bonus and make your roll with advantage.
Knowledge is a valuable resource—out in the wilds, it can mean the difference between life or death. Players shouldn't be able to tell if their information is false by knowing that they rolled a low number on the check.
The GM always rolls knowledge checks—including perception and insight checks—in secret on behalf of the player, and then reveals knowledge accordingly. If it's a failure, give the character some misleading information—the larger the failure, the greater the mislead.