What is an ability check in DND?
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
What is the difference between saving throws and ability checks?
If Saving Throws were defined as just a type of Ability Check, this granularity would be unavailable to other rules. In-play, my use of it boils down to saving throws being for things affecting your character, while ability checks are for things your character initiatives. This also makes it easier to remember which one to ask my players to roll 🙂
What is a passive ability check?
A passive check is a special kind of ability check that doesn’t involve any die rolls.
How are ability checks determined in contests?
In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks.
What is a saving throw in DND?
A Saving Throw is a rule mechanic for avoiding, negating or lessening a harmful effect by making a throw (roll) of the die. The nature at what can be “saved” against varies by edition-to-edition.
What are the different types of saving throws?
Instead of specific categories of attack, saving throws became three broad categories: Fortitude (Fort) deals with anything the effects the body, like disease and poisons. Reflexes (Ref) is used to quickly avoid attacks and hazards, like pit traps and breath weapons.