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The 6 Attributes

Is your character strong and perceptive? Clever and charismatic? Agile and resilient? The following six attributes define a creature's greatest strengths and most notable weaknesses.

Strength (STR)

Measures your physical power and athletic effort: lifting, pushing, breaking or overpowering something.

Dexterity (DEX)

Measures your precision and bodily control: fine motor skills, balance, speed, and stealthiness.

Constitution (CON)

Measures your ability to endure stress: pain, fatigue, poison, illness, and extreme conditions.

Intelligence (INT)

Measures your reasoning ability and learned knowledge: memory, logic, problem-solving.

Senses (SEN)

Measures your awareness of your surroundings: noticing details, hearing sounds, tracking or spotting movement.

Charisma (CHA)

Measures your presence and influence: persuasion, deception, bargaining, performance, leadership, intimidation and acting.

D20 Attribute Checks

When a player attempts something risky or where the outcome is uncertain — such as picking a lock, climbing a wall, sneaking past a guard or jumping over a chasm — the GM may ask the player to make an Attribute Check. To do so the GM picks the most fitting attribute for that attempt: STR, DEX, CON, INT, SEN or CHA, and decides the task's difficulty.

As guidelines, typical difficulties are:

ValueDifficulty
5Very Easy
10Easy
15Medium
20Hard
25Very Hard
30Nearly Impossible

The player rolls a d20 and adds their character's attribute to the roll. If the total equals or exceeds the difficulty set by the GM, the attempt is a success. Otherwise the attempt fails. The GM may introduce consequences of failure.

Note that a success doesn't mean that the player gets whatever they want. For example, a player might attempt a CHA roll to convince a king to hand over his kingdom. Even on a success, the king won't sign away his crown — he could simply burst out laughing and open his heart to the audacious fool. Failure, however, might mean the jailer is called.

Advantage & Disadvantage

Sometimes a d20 roll is modified by Advantage (ADV) or Disadvantage (DISADV).

ADV reflects positive circumstances surrounding a d20 roll, such as clever roleplay, attacking a creature from stealth, an ally helps you. If you have ADV, you roll two d20s and use the higher result.

DISADV reflects negative circumstances surrounding a d20 roll, such as attacking a creature that has cover, being in a situation that impairs you somehow. If you have DISADV, you roll two d20s and use the lower result.

If you somehow gain both ADV and DISADV at the same time, they cancel out.

Contest

When two or more creatures compete directly — such as someone hiding while another searches, someone running while another gives chase, or someone holding a door closed while another tries to push it open — each side makes the relevant Attribute Roll. The highest result wins. In case of a tie, the situation remains unchanged.

Save

A save is an Attribute Roll to resist a spell, a trap, a poison or a similar threat. You don't normally decide to make a save; you are forced to make one because you are at risk of harm.

Rolling 1 or 20

Rolling a 1 on a d20 is a critical failure. The attempt always fails.

Rolling a 20 on a d20 is a critical success. The attempt always succeeds regardless of difficulty.

Round Down

Whenever you divide or multiply a number in the game, you always round down if you end up with a fraction.

Luck Roll

Use when an outcome is uncertain. Roll 1d20:

  • 1–10: Unfavorable outcome.
  • 11–20: Favorable outcome.