Flexible Ability checks
In Dungeons & Dragons 5th edition, the Ability check is one of the most flexible tools when we run our game. Most challenges the characters face can be resolved with Ability checks. This is even more so the case if we consider “non-standard” Ability checks. These are Ability checks which use skill proficiencies that aren’t usually tied to the Ability. For example, a Strength (Stealth) check, a Charisma (Arcana) check, or an Intelligence (Persuasion) check.
Here’s how an Ability check works: The DM asks a player to roll a d20 and add an Ability modifier, and a skill proficiency their character has. Usually, a skill is tied to a specific Ability. Acrobatics, Sleight of Hand and Stealth represent different aspects of Dexterity. But under “Variant: Skills with Different Abilities” in the Basic Rules, we find a Variant rule. According to this rule, the DM can call for an unusual combination of skill proficiency and Ability. For example, a Constitution (Athletics) check to swim from an island to the mainland.
Using this variant of Ability checks can increase the flexibility of Ability checks dramatically. Once we open up the combinations of skill proficiency and Ability, we gain a whole new suite of DM tools.
Useful Variant Ability Checks
Here are some situations in which variant Ability checks become useful tools to add some nuance to the abilities of the characters.
Arcana: the spellcasting check
Usually, Arcana is tied to Intelligence and revolves around understanding magical lore and spells. But we can use the Arcana skill with the spellcasting Ability of a character to represent them overcoming challenges with their innate magical strength. If the druid tries to channel magical energy to aid in a druidic ritual, we can have them roll a Wisdom (Arcana) check. If the sorcerer tries to push the boundaries of a spell, we can have them roll a Charisma (Arcana) check. And so on, and so forth…
Deception, Intimidation, Persuasion: the social check
Social situations sometimes require Abilities other than Charisma. The most often used example is the Strength (Intimidation) check for the barbarian flexing their muscles to intimidate a foe. But a wizard might also be able to convince the town council to aid them through logic rather than force of personality. In this case, an Intelligence (Persuasion) check works. The monk could impersonate someone by exactly mimicking their movements—have the player roll a Dexterity (Deception) check.
These non-Charisma social checks allow more characters to shine in social interaction challenges, and breaks up the monotony of the charming bard handling every conversation.
Survival: surviving by any means
Why wouldn’t a character use their strongest Ability to survive the wilderness? An artificer might build intricate traps with an Intelligence (Survival) check. A fighter can clear a path for the party with a Strength (Survival) check, and the rogue forages natural resources from hard-to-reach places with a Dexterity (Survival) check.
Stealth: ways of hiding
There are other ways to hide besides being light-footed. Deducing the best hiding location from the blueprint of a mansion requires an Intelligence (Stealth) check. Hanging silently from the ceiling requires a Strength (Stealth) check while holding your breath to avoid detection is a Constitution (Stealth) check. Remaining unnoticed at a noble ball while mingling with the crowd requires a Charisma (Stealth) check. Going undetected can be a challenge in many situations, and not all of them require Dexterity.
Nature, History, Religion: knowledge comes in many forms
Sometimes it requires more than IQ to know something. For example, characters might rely on intuition and experience to “know” whether a plant is toxic or whether a rune belongs to a particular god. In these cases, a Wisdom (Nature) check or Wisdom (Religion) check are in order. Similarly, climbing an ancient wall by exploiting the aged architecture might call for a Dexterity or Strength (History) check. While Intelligence remains the main Ability to recall information, there are situations in which other Abilities represent the use of knowledge to overcome obstacles.
Situation-based Ability checks
As the examples above show, the in-game situation determines the proper combination of Ability and skill proficiency for a particular challenge. Instead of focusing on the list of skills with their seemingly fixed corresponding Ability scores, we can go through this simple two-step process to determine which (variant) Ability check to use:
- Determine which Ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) broadly seems to fit the attempted action best.
- Think about whether any skill might be applicable to the attempted action. (This step can be done by the player at the same time.)
By thinking of the Ability first, and then of any skill proficiencies, we free ourselves from the fixed list of Ability-skill-combinations. By basing the Ability check we call for on the situation, the Ability check becomes an even more flexible tool in our DM toolkit.
Related Illusory Script Articles
- Not Everything in D&D Needs a Mechanic
- Letting Players Roll the Dice
- D&D Encounter Template: The Ritual Challenge
Links & Resources
- Mike Shea: “Our Ability Check Toolbox” – https://slyflourish.com/ability_check_toolbox.html
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