Tag Archives: ability checks

Challenging Your Players’ Skill Without Risking Frustration

The Zork II computer game from 1981 includes a locked door that you can open by solving a clever puzzle. The door has the old-fashioned sort of lock that lets you look through the keyhole and see the other side. Except here, the key is in the other side of the lock. You slide a mat under the door, and then poke the key out onto the mat. When you pull the mat back, you have the key.Zork II Box Art

Back when Dungeons & Dragons consisted of the original brown box, before skills, before rogues, before thieves, all the obstacles in the game invited that style of play. You overcame obstacles by immersing yourself in the game world, making decisions, and problem solving. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

This style of play suffers from the same problem as the puzzle in Zork. When Zork II came out, I had only ever seen that sort of old-fashioned lock in my grandma’s house. And if you’ve never examined that kind of lock, the door puzzle simply leaves you stuck and frustrated.

In the old computer adventure games, when you became stuck and frustrated, you had to send money for a hint sheet, and then wait for it to arrive in the mail.

Fourth edition attempted to eliminate such frustration by emphasizing skill checks and skill challenges over concrete obstacles and over players’ problem solving skills. During this era, Dungeon magazine’s submission guidelines warned authors to create challenges for the characters, not the players. When every obstacle has a DC and multiple skills, then no one gets frustrated. If you find a locked door, you can pick the lock with Thievery, or break the door with Athletics.

No one gets frustrated, but no one feels engaged either. When the game only challenges character skill, the players never need to make meaningful decisions or engage the game world. They just look at their character sheet for the best applicable skill. This improves on playing guess-the-solution-I-thought-of with an inflexible DM, but the picking a skill and rolling is less fun than D&D can be.

The fourth-edition designers must have know this, but they emphasized selecting skills and rolling outcomes for a two reasons:

  • To add weight to the choices players make when they build characters. See The Pros and Cons of D&D’s Ability Checks.
  • To prevent inflexible DMs from hurting the game. Fourth-edition designer Stephen Radney-MacFarland wrote, “In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making ‘wrong’ choices—even a choice as simple and random as which passage to explore.”

Such inflexible, punitive DMs neared extinction decades ago. When Mike “Sly Flourish” Shea asked players to cite the traits of a good DM, flexible ranked first.

Dungeon masters can challenge players without risking player frustration, because DMs can allow creative solutions.

Have you ever noticed how the Tomb of Horrors makes the demi-lich only vulnerable to a short list of curiously-specific attacks?

The demi-lich Acererak’s skull can be harmed only as follows:

      • a forget spell will force the skull to sink down without taking a soul
      • a shatter spell thrown at it inflicts 10 h.p. of damage
      • a power word, kill pronounced from the an astral or ethereal magic-user will destroy it.
      • only a fighter with a vorpal blade, a ranger with a sword of sharpness +5, or a vorpal weapon, or a paladin with the like or even a +4 weapon can inflict damage on the skull
      • an exorcise spell will cause it to sink as a forget does
      • a dispel evil spell inflicts 5 h.p. of damage
      • a holy word pronounced against it will inflict 20 h.p. of damage
      • a thief slinging one of the large gems in the crypt will inflict 1 h.p. of damage per 10,00 g.p. of value, i.e. 1, 5,, or 10 h.p. of damage, but the gem is thereby shattered

A power word, kill does nothing, unless you happen to be ethereal or astral! How would anyone think of that? Also, the demi-lich is vulnerable to the destruction of very expensive gems. That messes with the players in the best(?) old-school tradition. Only someone immersed in that tradition would even consider the gem attack.

Once, I thought that this list exposed Gary Gygax as an inflexible DM working to punish players. After all, he devised the tomb to challenge—and frustrate—those “fans who boasted of having mighty PCs able to best any challenge offered by the AD&D game.”

Now, I see the list differently. I suspect Gary created Acererak with no vulnerabilities in mind, but as he ran the adventure, players invented attacks. If Gary judged them reasonable, he allowed them to work. When Gary wrote the adventure for publication, he listed the attacks he had allowed so far.

Gary Gygax had the wisdom to allow a creative solution. In the Foreword to Return to the Tomb of Horrors, Gary wrote, “In one tournament use of the setting, a team managed to triumph by using the crown and scepter found earlier as the ultimate tool against the demilich. As Acererak’s skull levitated, one PC set said crown firmly upon the bony pate; another tapped the regal adornment with the ‘wrong’ end of the scepter. Poof! Scratch one demilich, and give the tournament’s first place to the innovative team of players who thought of this novel solution. Russ Stambaugh, the DM for the group, was stunned. ‘Could that work?’ he asked. I shrugged, admitted I certainly hadn’t thought of it and that it was a stroke of genius that deserved a reward.

When I DM, I love to be surprised. One of the great joys of being a DM is crafting some trap or obstacle, leaving a couple ways to overcome it, and then watching as the players crack the problem with a third way. I’ve run campaigns for groups who proved so good at coming up with unexpected solutions, that I stopped worrying about planning any solutions. I just sat back and watched the players come of with something.

I have three bits of advice for refereeing game-world obstacles that demand player skill to overcome.

  • Watch the players for signs of frustration. Be prepared to let he characters uncover a new clue, or to just have something on the other side of that locked door come and open it.
  • It’s good to say yes, but avoid being too quick to accept implausible solutions. If a couple of players are deeply engaged in a predicament, and you allow any dumb idea to work, they just get annoyed. The last thing you want is a player arguing that something you allowed should fail.
  • Watch out for clever, repeatable ideas that break the game. I remember a player who regaled me with a story that he remembered fondly. His party defeated a dragon by enclosing it in a wall of force shaped like a giant fishbowl, complete with an opening on top too small for escape. Next, they created water above the opening, filling the fishbowl and drowning the dragon. I suspect that no version of Wall of Force ever actually allowed such shenanigans, but as a one-time trick, the stunt created a moment the players’ loved. I wonder what the DM decided to do when the players kept trying to repeat it. If you can use this trick on a dragon, the dungeon becomes your aquarium.

The Pros and Cons of D&D’s Ability Checks

In the early years of Dungeons & Dragons, players searched by telling the dungeon master where they wanted to look, and then the dungeon master told them if something was there. The game resolved most actions using back and forth dialog, plus clear cause and effect. Before skills and core mechanics, resolution relied on the on the logic of the game world. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

Old-school gamers swear by this method, and with good reason: It grants players, and not the dice, control over their characters’ fates. It makes player decisions and ingenuity count. The details of the game world matter.

But some tasks demand a character’s talents to succeed, so this sort of resolution cannot cover every action: listening at doors, creeping behind an enemy, balancing atop a rope spanning a moat.

Once skills and ability checks entered the game, they began to spread. Over the years, D&D’s rules encouraged players to rely more on checks. This trend peaked in fourth edition. In skill challenges, players overcame obstacles by explaining how their character’s skills could help, and by rolling checks. As written, players never needed to engage the game world or to show ingenuity. They just found the best applicable skill.

Although fourth edition promoted checks more than many players wanted, the emphasis brought advantages.

Making characters unique

In the original D&D game, characters that shared a class and level all played about the same. Without ability checks, their ability scores rarely affected play. Without skills, they all featured the same capabilities.

The fourth-edition designers created a game optimized for a style of play where players built awesome characters and then showed them off in encounters—either battles or skill challenges. Character building became as much a part of playing D&D as time at the table.

By emphasizing checks, the game highlights each character’s talents and limitations. When a player invests in a persuasive character with a high charisma, they can win allies with a die roll. On the other side, if you play a character with an 8 Intelligence, your own brains cover some of your character’s stupidity, except when you make intelligence checks. You might solve a real puzzle, but an abstract one makes your character face a check.

Commenting on another post, Andrea Back describes it well, “Without skills, you end up with you playing you in a fantasy dress, with all your own limitations and qualities laid bare.”

On the other hand…

In the fourth edition, designers made the mistake of emphasized the parts of D&D that video games do best. If you want character building, electronic games offer more options, and you can play your character at any hour from the comfort of home. Tabletop games thrive when the focus on aspects that computers can’t match, so why focus on choosing skills and playing against random chance? By joining live players and a DM, we gain the ability to speak as our character and attempt any action, even ones not in the rules.

Skipping the dull parts

Sometimes a check can provide a shortcut for tasks that could prove dull. If the players want to search a cluttered room, but want to avoid the tedium of describing how they cut the straw mattresses, sift the dirt in the flowerpots, and so on and on, a check seems like a time saver. Fourth edition’s Streetwise skill seems contrived to skip the urban role-playing that the designers found tiresome.

On the other hand…

As a DM, I steer the game away from activities no one seems to enjoy, but I feel wary of letting someone use a die roll to cheat the other players out of the fun of interacting with the game world and actually playing the game. However, if the entire table agrees, we can just substitute a Wisdom (Survival) check for that trip to Tomb of Horrors.

Shaping the game

Different players favor at different parts of the D&D game. Some lavish attention on crafting characters. For them, the fun at the table comes from showing off their creations. Fourth edition was made for players like this.

Some players use their character to shape the sort of game they want to play. Sometimes this means making a character good in an area where the player feels weak. If you lack charm, but play a charismatic paladin, you can let a persuasion roll do all the talking. Even the most timid player can enjoy the benefits of a magnetic personality.

Sometimes players craft characters able to breeze through challenges that the player finds tiresome. They claim that their character has more brains, and ask to solve a puzzle with a check. I once met a player who optimized characters for combat because he wanted to speed through the battles.

On the other hand…

We gather at the game table to enjoy the tactics, ingenuity, and silly voices. Most of the time, we would rather act as our character rather than just rolling dice on their behalf.

More than once I’ve seen a player make an impassioned speech in character, asking the Baron, for instance, to defend the settlers. The player’s voice trembles with passion as she speaks of courage, loyalty, and the honor of the Baron’s ancestors, calling their spirits by name. The player steps down from atop a chair to applause and tearing eyes. But then, feeling bound by the system, I ask for a Charisma (Persuasion) check with the advantage earned for an outstanding performance. Then the orator rolls, and flubs. Sorry, you fail.

In situations beyond diplomacy, specific actions can also make a check seem pointless. If someone taps the bottom of a chest looking for the secret compartment, skip the search check and just reveal the location. If someone describes an ingenious use of leverage to lift a gate, skip the strength check.

Rolling for surprise

We all savor the split-second drama of waiting to see the outcome of a die roll. Every player remembers a moment when a lucky roll made a crazy, long-shot scheme work, or when bad rolls caused a plan to unravel and forced everyone to plan B and then to C. If these moments came from a DM’s ruling, they would seem like cases of DMs steering the game to fit their story. The magic comes because the dice twisted fate, making a surprise that proved unforgettable.

On the other hand…

Sometimes an extreme roll lets a 98-pound weakling batter open a door or causes the mighty barbarian to fall from a rope. Such outliers diminish the qualities that make characters unique.

On an unlikely success or failure, sometimes I use some outside cause to explain the fluke. If the barbarian falls, did the knot slip loose? If a clumsy oaf picks a lock, did someone just forgot the latch? By narrating a cause outside the character’s control, the effect remains, but the character still feels consistent.

Finding the sweet spot

If an elite acrobat sprints across a swaying rope bridge, do you require a check or just let them show off? If someone specifically examines the bottom of a chest, do they still need a roll to find the hidden panel there? Can someone skip a puzzle if their genius character aces an intelligence check? If someone offers a generous bribe to a corrupt guard, do they still need persuasion?

I don’t know, but when I reach the table, I can judge.

Some players love to roll dice. For them, the game only moves when they make rolls. Others like speaking in funny voices or solving puzzles and boast of sessions where no one rolled a die. Most players favor a style in the middle.

Original D&D and fourth edition mark extreme approaches to ability checks, from no checks to a game that can—if players choose—rely entirely on checks. Each approach brings some advantages. In our games, we can adopt either style—or find a balance that suits us.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

Dungeons & Dragons makes ability checks a key part of play, but these checks took years to enter the game. How did ability checks advance from house rule, to optional rule, to a foundation of fifth-edition D&D?

Before D&D added ability checks, players found a style that mostly avoided a need for such rolls. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons. Even so, characters tried things that the rules didn’t cover. For many of these actions, success or failure hinged on a character’s ability scores. Gary Gygax told dungeon masters to guess the odds of success and roll for it. But DMs and players wanted more consistency and less guessing.

In 1976, issue 1 of The Dragon printed “How to Use Non-Prime-Requisite Character Attributes” by Wesley D. Ives. The article proposes a sort of ability check before anyone coined a name for it.

This first ability check suffers from a mechanic so baroque that it reads like a gag.

To determine an action’s success, perform these actions:

  1. Roll d100, add the ability score, and then use this result to determine which die to roll in step 2. On a result of 1-20 roll a d4; on 21-40 roll d6; on 41-60 roll d8; 61-80: d10; 81-100: d12. To cope with results higher than 100, create a house rule for this house rule.
  2. Roll the die determined in step 1 and multiply the number by the attribute. This result becomes the chance of success.
  3. Roll a d100. If the result is less than or equal to the probability from step 2, you succeed!

The method requires three rolls, multiplication of double-digit numbers, and a table. But if that seems too simple, the article offers optional rules accounting for character level and class. All this yields an outcome barely more realistic than a coin flip.

To settle on an ability-check mechanic that required so much fuss, the author must have seen checks as a rare undertaking.

Despite the tortured mechanic, the idea of ability check marks a major innovation. None of the few role-playing games available in 1976 featured anything like the concept. In a few years, every RPG would build on the idea.

In the Advanced Dungeons & Dragons Player’s Handbook (1978), Gary invented a playable ability check for the Dig spell. “Any creature at the edge (1’) of such a pit uses its dexterity score as a saving throw to avoid falling into the hole, with a score equal to or less than the dexterity meaning that a fall was avoided.

By the late 70s, the method found in the Dig spell turned into common house rule: To make an ability check, players tried to roll under an attribute on a d20.

The 1980 D&D basic rules by Tom Moldvay made this house rule official. “The DM may want to base a character’s chance of doing something on his or her ability scores (Strength, Dexterity, and so forth). To perform a difficult task (such as climbing a rope or thinking of a forgotten clue), the player should roll the ability score or less on 1d20. The DM may give a bonus or penalty to the roll depending on the difficulty of the action.

Meanwhile, other role playing games advanced the state of the art. Traveller (1977) introduced skills and a single mechanic for skill checks. Runequest (1978) boasted skills and “attribute rolls” that multiplied an ability by 5 to set a percentage chance of success.

In games with skills, the skills cover most tasks a player might attempt, so ability checks blur into skill checks. Fifth edition intentionally makes skills an addition to ability checks.

For AD&D, Gygax showed little interest in ability checks. Improvised rulings worked fine for him. (When the DM is E. Gary Gygax, no player quibbles with a ruling.)

As for skills, Gygax preferred to keep D&D’s class archetypes pure. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but the narrow scope kept the sharp lines between classes. Oriental Adventures (1985) extended the concept to create non-weapon proficienciesskills without the name. These new proficiencies never overlapped with class abilities.

After Gary left TSR in 1985, his successors on the AD&D team lacked the clout to make sweeping changes to the company’s flagship game. Nonetheless, their additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

Ability checks finally reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide brought key rules innovations to AD&D. Here, the non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks operated like ability checks, but proficiency improved the chance of success.

The new system of featured all the ingredients of a modern skill system, but suffered a few drawbacks:

  • Class abilities already covered most of a character’s actions, so non-weapon proficiencies rarely came up in play.
  • The phrase “non-weapon proficiency” proved unwieldy. The term evolved from Gary’s own work on D&D, but it forced a lot of extra syllables on players just to avoid contaminating D&D with anything called skills.
  • Roll-under ability checks confused players and designers.

For D&D’s other d20 rolls, players aimed high, but for ability checks they aimed low. This simple difference fostered confusion. The original ability-check rule said, “The DM may give a bonus or penalty to the roll depending on the difficulty of the action.” That meant a bonus subtracted from the roll—an ugly break from intuition.

A cleaner method adds the bonus to the attribute, so players roll under a higher number.

By now, some Internet critics might scoff at my notion that adding roll-under checks to D&D confused people. I imagine an argument heaping contempt on idiots who clearly lack the intellectual capacity for RPGs. Go back to Candyland. Who would let roll-under checks trip them up?

The D&D team at TSR.

Sometime during playtesting, the Dungeoneer’s Survival Guide apparently switched its method of applying modifiers, but the book reached print with an incomplete change. The “Sage Advice” column in Dragon issue 118 tried to sort out the mess. “OK, OK, OK, already! You’re right—there is something wrong with the DSG non-weapon proficiency system.

We went through the manuscript and thought we had caught all the places where the text needed to be changed. We missed a couple of simple ones, and this caused a tremendous problem in the system.

TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included a corrected version of non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary.

For D&D’s third edition in 2000, the designers finally gained leeway to correct old drawbacks. Ability checks flipped so players aimed for high rolls. Skills embraced the actions characters actually did in the game. And no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons

Dungeons & Dragons includes three types of d20 rolls: saving throws, attack rolls, and ability checks. Saves and attacks come from the original game, but ability checks first got a name 12 years later. Ability checks began as an obscure rule where players tried to roll low on a d20. In second edition, the rule for ability checks only appears as one paragraph in the glossary. Today’s style of check finally arrived in 2000.

Modern D&D players make ability checks throughout the game, so a D&D game without checks seems stunted. But before ability checks, D&D players found a style that mostly avoided a need for such rolls.

In A Quick Primer for Old School Gaming, Matthew J. Finch describes this original style. “The players can describe any action, without needing to look at a character sheet to see if they ‘can’ do it. The referee, in turn, uses common sense to decide what happens.

You don’t have a ‘spot’ check to let you notice hidden traps and levers, you don’t have a ‘bluff’ check to let you automatically fool a suspicious city guardsman, and you don’t have a ‘sense motive’ check to tell you when someone’s lying to your character. You have to tell the referee where you’re looking for traps and what buttons you’re pushing. You have to tell the referee whatever tall tale you’re trying to get the city guardsman to believe. You have to decide for yourself if someone’s lying to your character or telling the truth.

To players who still favor D&D’s early versions, the lack of ability checks counts as a feature. Faced with an challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Without checks, the game tests player skill more than character stats.

The absence of checks encouraged dungeon masters to assume that characters brought enough competence to succeed at ordinary tasks. For example, if characters wanted to bind a prisoner, they tied him up. But in third edition, characters relied on Use Rope skill, which often painted heroes as ridiculously inept at knots. I once played a convention game where a DM stretched Use Rope failures into hours of tiresome gaming. DMs can always skip a check for a simple task, but the presence of a skill tended to encourage checks.

Early characters could tie knots and they found pits by tapping on the floor with a 10-foot pole, but they still attempted actions that defied common-sense resolutions.

In the original game, common tests of an ability each brought a separate rule. To see if characters perceived a secret door, the dungeon master rolled a d6. Typical feats of strength relied on two different mechanics: Bending bars and lifting gates required a percentage roll, but bashing doors required a d6 roll.

If a situation came less frequently, the game offered no rules. So how could a dungeon master decide whether a character crossed a tight rope?

In the Advanced Dungeons & Dragons Dungeon Master’s Guide, Gary Gygax describes his approach. “Allow the dice to control the situation. This can be done by assigning reasonable probability to an event and then letting the player dice to see if he or he can make that percentage.” Gygax made up rulings on the spot to suit whatever seemed “correct and logical.”

This approach led to the jumble of the original D&D rules. Faced with a game situation, Gygax tended to invent a roll that settled the outcome. If the situation came up enough, the method become a rule.

Many dungeon masters felt uncomfortable embracing Gary’s improvisation. D&D players frequently try things that test a characters’ ability scores, and DMs wanted a fair and easy way to decide the outcome. Their players wanted consistency too. Rules become the laws of physics in the game world. If a rule exists for an action, players understand how it’s resolved and their chance of success. Players enjoy that transparency.

The first ability check mechanic reached print in 1976, but ability checks would take decades to become a foundation of D&D.

Next: Ability checks—from the worst design in role-playing game history to a foundation of D&D.