I honestly dont think players really need to understand that if they are new. Just tell them what they need to throw and what they need to add. Later in the game they will understand that by their own
As someone who started their first campaign ever three days ago after many years of wanting to play, this series is extremely helpful and also has great timing!
4e actually altered the saving throws into passive "defenses" to fix this confusion, making it so that it was always the actor who rolled. People lost their shit.
And to confuse the issue Bards have an ability called Jack of all Trades where they add half prof bonus to any skill check they arnt proficient in, including things like controlling a vehicle you've never seen before and initiative. Short version is, he read a book about that once. Building a boat? Jack of all trades. Open Heart Surgery? Jack of all Trades. All those years of Bard College really pay off.
Bardic training is flat-out the most comprehensive education available in a D&D world. It's the reason the class meshes so well with the Noble background. "Oh yes, we're sending Charlotte to Dalewind College this year. They have just the most _exciting_ program! History, rhetoric, philosophy, music, fencing, even a little arcane training! She will make simply the most _ideal_ wife!" *Five Years Later* "No, darling. No wedding bells in the _immediate_ future, it would seem. Though Charlotte and her ... _exotic_ little friends have apparently just killed a dragon. So we're very proud."
No. I have already registered the copyright and will prosecute you to the fullest extent of the law should you try this. You have been warned. Just kidding. Knock yourself out.
@@landonsumlin2685 The proficiency bonus is decided by the character level (as prescribed in in the handbook, unless the DM specifically says otherwise) and skill proficiencies are determined by various things like class, background, feats, probably spells you might be under etc. as specified in the players handbook. Again, unless the DM says otherwise.
@@TieflingKumasi Yes, for example when you pick the Lore bard subclass: > When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Rogue and bard also give expertise in a few skills at various levels. For bard: > At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. > At 10th level, you can choose another two skill proficiencies to gain this benefit. You can also take feats like Skilled (3 proficiencies) or Skill Expert (1 proficiency + 1 expertise + 1 stat increase), or multi-class into rogue (like Fearne did in C3 for the proficiencies). Or the feat Squat Nimbleness gives proficiency in Acrobatics or Athletics (your choice). Various other feats give tool proficiencies, like Chef for Chef's tools or Artificer Initiate for artisan's tools. Tool proficiencies can also be learned during downtime, so they don't need to "cost" anything in terms of the limited number of things you can grab on the way to level 20.
Lovely explanation, Rachel :D Audio crew: Are you sure you want stereo recording of these types of video? Please put on some headphones, and listen from 1:54 - 1:58. She tilts an inch or two to the right, and the sound goes from 50-50 to 20-80. There is only one mouth, and it's facing the camera all the time -> Mono, please. If it's already mono, just split to stereo and panned a bit manually, it's too much panning. Y'all have a great day.
From the time it took from me watching the video to reading the comments, I already forgot it was Difficulty Class and have been still reading DC as "Dice Check."
Wth needs to know those things...? I need to know important things like what happens if I jump off a 1000 foot cliff or what magical poop looks like...The rest is just filler.
I love how she shows her muscle after explaining the Fighter saving throws and then awkwardly putting her arm down again xD great episode! 3:27 for anyone too lazy to watch a 4 minute video :P
The only thing I could see being confusing for really new people is the explanation on proficiency. Normally you add the proficiency to the skill from the start and then that's just the skill modifier. The way she describes it could be taken as you add your proficiency every time you do a check. I could see a player accidentally double adding the proficiency bonus to a skill because they don't realize the difference.
I'm loving this series, I'm a veteran player who learned on the fly who is trying my hand at DMing. I sent my players this playlist and they are doing great off the bat! I get to spend more time playing and less time explaining not to add initiative on everything. Thanks so much!
As a first time DM with very little DND experience (who will be running Curse of Strahd for some friends who have never played before), this video and series is a complete life saver!
I'm sure you have found the answer by now but for others looking at the comments: There are only Ability checks. When requested by DM, you roll a d20 and add your corresponding ability modifier of the requested ability or skill to that roll. If you are proficient in that skill you add your proficiency bonus too. If you aren't proficient in the requested skill, you just use the corresponding ability modifier. You usually (and if you haven't, you should) have already marked the proficiency extra into the skills you are proficient in. Example: At level 1 I say "I examine this strange symbol painted on the wall". DM might call for Religion (Intelligence) check. I roll an 8 on d20 and check my Religion skill on my character sheet. I am proficient in Religion so my modifier for it is 2 for my Intelligence of 14 PLUS my proficiency modifier of 2 for level 1 proficiency bonus, therefore totaling +4 and making my score for this ability check 8+4=12. DM then checks/decides if it is a success or failure. In the above example, +4 is what should read as your Religion skill modifier in your sheet so that when asked for ability check, you just add that number instead of having to calculate in two numbers.
I can't even hear the name without laughing. Love the breakdown for basic principles because even though I have played for nearly a year (thanks to crit role!) there are still some areas I am a little fuzzzy on. Love this stuff!!
One thing it might have been good for them to provide clarity to people on has to do with using the combination of ability, skill, and proficiency checks when it comes to using a skill in such a way that it does not utilize the 'regular' ability associated with it. It is possible to use a skill with a different ability that the one that is shown in parentheses next to it on the character sheet in some circumstances. In those cases, you would use the ability modifier of the ability that is being used plus the proficiency modifier if the skill attempted is one the character is proficient with. A good example of this is when a character attempts a performance check on an attempt at juggling. The DM can rule that this is more dexterity based than charisma (the normal ability associated with performance) and thus the total bonus would be their Dex modifier plus their Performance proficiency (if any).
I need quick clarification: say you have a prof. bonus of 2, your stealth is 3 and are prof. in it. If you roll for stealth do you add up to 5 or does the 3 have the prof. Incluuded?
well, what's your dexterity modifier, if it was a plus one, then yes the three would be included; if it was a plus three then you would add the extra two.
What if I determine a log is somewhat hard to jump over and say has a DC of 20, and someone with 19 DEX wants to jump over it. Would they fail, or would they instead apply an Athletics check and roll a d20 and apply all modifiers. I'm trying to determine when abilities are applied themselves instead of skills. Is it a "Well, my DEX isn't high enough, can I roll an Athletics check instead?"
Roll, modifier and proficiency. Speaking of which, I am kinda confused on something myself. How so you tell if someone's saving throw is better than the thing affecting them.
@@tapestixxy8531 Thanks for clearing that up. As for the saving throw, I think if you succeed on a saving throw, you take less or no damage, or not affected by a spell or poison
I think what I find most annoying about rolling for an ability check is that it's not really story ir character driven. You could be playing a wizard that spent all their time in libraries studying arcana and history, but roll a natural 1 every chance you get. I imagine it would feel frustrating to fail at something you wanted to do just because you have bad luck.
if you watched Stream Of Many Eyes she was part of one of the groups there, Girls Guts Glory, an all girl group. Their story on that stream was very good and hilarious.
Another great video with just the teeniest nit-pick. There is rarely a time that some skill or another does not apply to something the character is attempting to do. I know, Matt Mercer does these "general stat" checks. I have found VERY few instances where there was not a skill to apply to the roll. Like that "jump over a log" example. That's clearly Athletics or, possibly, Acrobatics. Some things are tied to tool proficiency (lock picking, carpentry, etc), but 5e skills are deliberately broad. They cover a lot of situations. Perhaps Matt Mercer is saying "general stat check" to withhold information on what sort of knowledge skill category the information would fall under. Maybe it's just a way to move the story along without spending too much thought on what skill would apply. I've no way of knowing. For players, I'd say asking for an attempt at something and layering in a skill suggestion is a good technique. Just don't be surprised if your DM asks for a different roll. Also, remember that a lot of knowledge falls under 2 or more skills. EG: information about undead may be a Religion or an Arcana check (History for those "big horde of skeletons ran through here decades ago" moments.) For everyone, have a little bit of flexibility with skills. I always tell my players to make suggestions, because they might come up with a use that I hadn't considered. If you are considering an action, it's totally OK to ask what skill would apply if you WERE to try this thing BEFORE you actually commit to it.
So proficiencies can be added to attack rolls? But what about the weapons the class is proficient with? Like for a hexblade warlock do you add the charisma modifier and the proficiency bonus to the attack roll? Or do you just add the charisma modifier to the attack roll?
Okay, let's see if I'm understanding this right. Say my character is proficient in Insight, but not Perception. If I roll for Perception, I just add on my wisdom bonus? But if I roll Insight, I add on my wisdom bonus and my proficiency bonus? Say I make a wisdom saving throw. Then I only add on my wisdom bonus? Is the only difference between a wisdom check and a wisdom saving throw, is that I'm forced to take the saving throw while the check is something I'm doing? I feel like there a bigger reason for saying it's specifically a saving throw?
Yes, exactly. When you're proficient in a skill you add the ability modifier and the proficiency bonus. If you're not proficient, you only add the ability modifier. If you're now proficient in wisdom saving throws, you only add the ability modifier. A saving throw is something you have to do to avoid or reduce some sort of damage/outcome. A check is something you can choose to do.
I've been noticing people I play with use their saving throw modifier when they should be useing their ability modifier. So, let's say a lvl 1 rogue with a Dex of +4 were to jump over that log The people I play with would add their proficiency too, making it +6 Not home brew rules, just mix ups on modifiers
Yeah, but its not an ability. You write tha down in your proficiancy box(near tu the proficiancy weapons and languages) :] At leastvthats what I know :P Hooe it helped you a little
Proficiency bonuses still confuse me.. so if you have a +1 in strength and in dexterity, do those add to your acrobatics to give you a +2 proficiency bonus in acrobatics...?
I'm confused, let's say a player requests to investigate a room for clues, would it be a dice roll+ his investigate skill (5) + his intelligence modifier (3) + his proficiency bonus (2)? Having 10 right out the gate seems broken to me (his character is level 1)
Ok I am late to the party, but.. the number I rolled creating my character using 4xd6 and subtracting the lowest dice, for example 17+3 in strength, the 17 is used for what, if when I do a strength check roll I use a d20+modifier?
Every class starts with 2 saving throw proficiencies. Some classes get an additional save proficiency at a higher level. And then monks get proficiency in all saves at level 14. Paladins don't get additional save proficiencies, but they do get the Aura of Protection feature at level 6, which gives them and every ally within 10 feet a bonus to saving throws equal to the paladin's Charisma modifier.
Question: so here's a scenario. You're trying to cross a gap using a tight rope, you're able to balance yourself half way but then a strong wind gust passes on to you. Is that a dex saving throw or acrobatics to balance yourself?
Up to the DM, but I'd say that's an acrobatics check because it's something you're doing (trying to stay balanced) rather than something being done to you (some kind of trap or weather based spell, for example)
+4 to hit means that when rolling for an attack, you add 4 to whatever you roll. For example, if i had +3 to hit and i rolled a 14, the attack roll would be a17
What is the DC or the number you have to beat for a saving throw. When I look at spell descriptions, say ‘hold person’, it mentions saving throws but it does not state the number you have to beat for a successful saving throw. Is it 10?
Okay, so, question because I'm still confused and my friends and I are currently planning out first campaign. I'm playing a Rogue who's got expertise in Deception. My skill modifier is +6 on that. Do I always add my proficiency bonus ×2 to the role plus my modifier? So would I do d20+6+proficiency×2 for every Deception check?
Dear crit role, What if you did an episode of handbooker helper about player etiquette. I really love your Chanel and I’m rewatching the first season so I can bundle the second one cause I’m not patient enough to wait week to week 😂 but I’ve played campaigns and one shots with people who’s only introduction is critical role. They usually know most of the rules but don’t understand players etiquette. You could talk about concepts like meta, rail roading, and player talk vs in character rpg. I think the key to an episode like this would be an emphasis on the fact that each group will have their own culture and etiquette but when playing with a new group it’s best to be polite to the dm and not jump of the rails immediately.
Cause I love terrorizing my players, I make them randomly do constitution check for surprise attacks after they do something stupid. It's a fun way of having consequences and avoid killing them for plot. It also adds suspense before I say why they are doing a saving throw.
Only multiclassing into certain classes will allow you more skills to gain proficiency in (Rogue and Bard each get you a proficiency in 1 extra skill and it's from the class's list of pickable skills). For saving throws, you only get the two from the class you started in, unless you take the Resilient feat which lets you choose one to gain proficiency in. You can also take feats to gain more skill and tool proficiencies.
There is a multi-class table in the Player's Handbook that shows which proficiencies you gain when multiclassing: Typically just weapon and armor proficiencies, except picking Bard, Ranger, and Rogue allows you to pick a skill from those classes' skill list.
This table tells you which additional proficiencies you get when you multiclass: www.dndbeyond.com/compendium/rules/basic-rules/customization-options#MulticlassingProficiencies
Well this was a much better explanation than the 15-minute monologue I put my new players through tonight.
I honestly dont think players really need to understand that if they are new. Just tell them what they need to throw and what they need to add. Later in the game they will understand that by their own
Made me cackle
I can relate lol
As someone who started their first campaign ever three days ago after many years of wanting to play, this series is extremely helpful and also has great timing!
About to start my first campaign after wanting to for years. How has it been for you? Any pointers for a noob?
So a check is for something YOU DO, and a saving throw is for something done TO YOU. I keep getting those confused.
That's exactly what it is. Now you know, and knowing is half the battle. :)
#additionalknowledgeacquired
4e actually altered the saving throws into passive "defenses" to fix this confusion, making it so that it was always the actor who rolled.
People lost their shit.
G.I. JOE!
@@talahar123
Ability check: "I would like to do this".
Saving throw: "Something is happening to your character - how well do you react?"
And to confuse the issue Bards have an ability called Jack of all Trades where they add half prof bonus to any skill check they arnt proficient in, including things like controlling a vehicle you've never seen before and initiative. Short version is, he read a book about that once. Building a boat? Jack of all trades. Open Heart Surgery? Jack of all Trades. All those years of Bard College really pay off.
Bardic training is flat-out the most comprehensive education available in a D&D world. It's the reason the class meshes so well with the Noble background.
"Oh yes, we're sending Charlotte to Dalewind College this year. They have just the most _exciting_ program! History, rhetoric, philosophy, music, fencing, even a little arcane training! She will make simply the most _ideal_ wife!"
*Five Years Later*
"No, darling. No wedding bells in the _immediate_ future, it would seem. Though Charlotte and her ... _exotic_ little friends have apparently just killed a dragon. So we're very proud."
Excellent little story based explanation. Might I steal for explaining to my group?
@@nickwilliams8302
No. I have already registered the copyright and will prosecute you to the fullest extent of the law should you try this. You have been warned.
Just kidding. Knock yourself out.
They might as well rename the class “Protagonist”.
Is this for starting bards or just higher level ones? Asking because I’m a bard and I’m just starting out
I can really see this format becoming a great quick intro to D&D 5e!
That’s the point! :D
Hey Matt!
"Proficiency Bonus" is only determined by your character's Level.
"Skills" you are proficient in, are determined by your class and background
Are these things Decided my the Game master?
@@landonsumlin2685 The proficiency bonus is decided by the character level (as prescribed in in the handbook, unless the DM specifically says otherwise) and skill proficiencies are determined by various things like class, background, feats, probably spells you might be under etc. as specified in the players handbook. Again, unless the DM says otherwise.
@@landonsumlin2685 Every single aspect of the entire game is decided by the Game master, so yes
Can't you also gain different proficiencies when you level up?
@@TieflingKumasi Yes, for example when you pick the Lore bard subclass:
> When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Rogue and bard also give expertise in a few skills at various levels. For bard:
> At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
> At 10th level, you can choose another two skill proficiencies to gain this benefit.
You can also take feats like Skilled (3 proficiencies) or Skill Expert (1 proficiency + 1 expertise + 1 stat increase), or multi-class into rogue (like Fearne did in C3 for the proficiencies). Or the feat Squat Nimbleness gives proficiency in Acrobatics or Athletics (your choice).
Various other feats give tool proficiencies, like Chef for Chef's tools or Artificer Initiate for artisan's tools. Tool proficiencies can also be learned during downtime, so they don't need to "cost" anything in terms of the limited number of things you can grab on the way to level 20.
I love that the DM illustration looks like Matt Mercer haha
this is genuinely the most helpful video. I can never find straightforward videos on DND, looks like im gonna be revisiting this series!
Lovely explanation, Rachel :D
Audio crew: Are you sure you want stereo recording of these types of video?
Please put on some headphones, and listen from 1:54 - 1:58. She tilts an inch or two to the right, and the sound goes from 50-50 to 20-80.
There is only one mouth, and it's facing the camera all the time -> Mono, please.
If it's already mono, just split to stereo and panned a bit manually, it's too much panning.
Y'all have a great day.
THANK YOU! I only have one ear, and for a minute I thought my headphones were busted.
mid/side micing to the rescue!
Rasmus Bækgaard Okay I thought I was going crazy when listening to this audio.
Could have been worse, they could have aggressively noise gated the mic so we miss half of what she said.
YIKES
it's so awesome that other people besides the cast of critical role do these videos. and they're also super helpful :)
I disagree. The channel is "Critical Role", not "Critical Role and friends".
I disagree too
I disagree with your guys' disagreements. Rachel Seeley was very good in this video. :)
So the production crew and others aren't a part of Critical Role? Makes sense. I honestly enjoy these types of Handbooker Helper.
Insight check.
I enjoy the spoils of victory over that log every morning.
These short vids are SO damn useful for tightening up my DM game!
I always thought DC meant like Dice Check not Difficulty Class
From the time it took from me watching the video to reading the comments, I already forgot it was Difficulty Class and have been still reading DC as "Dice Check."
I would have said difficulty check XD
Thanks for helping us noobs out! :D
Verliesen und Drachen? Good to see you were here!
I only watch for Sam's jingle.
Not really, but it is great!
Handbook
Handbook
Handbook
Handbook-er helper
Handbooker helper
*ding*
Another great video! Loving these Handbooker Helper clips
Not surprised that none of the CR players appeared in this since they still don't really seem to know how these things work XD
damn, shots fired. XD
Wth needs to know those things...? I need to know important things like what happens if I jump off a 1000 foot cliff or what magical poop looks like...The rest is just filler.
Ouch, . . . but funny and in plenty of moments so true. We jest with you CR!
I'm sure they do but simply forget due to the pressure of being on camera. Seems like there might a bit of drinking and smoking going on too.
this literally was the best video
i have been learning how to play and have just becoming more confused till this video 10/10
I love how she shows her muscle after explaining the Fighter saving throws and then awkwardly putting her arm down again xD great episode!
3:27 for anyone too lazy to watch a 4 minute video :P
The only thing I could see being confusing for really new people is the explanation on proficiency. Normally you add the proficiency to the skill from the start and then that's just the skill modifier. The way she describes it could be taken as you add your proficiency every time you do a check. I could see a player accidentally double adding the proficiency bonus to a skill because they don't realize the difference.
This video was posted exactly one year ago today and I'm watching it for the first time. What perfect timing!
Really good stuff. A lot of material covered in a short space of time.
Thank you I'm DMing and playing for the first time and this was EXTREAMLY helpful. It was super simple.
This is very well explained in a short amount of time, thank you!
one of the better 'helper' vid that your group has made. thanks
Victory over that log, victory over that beholder, victory over that dragon, but that...door. That door is barred.
Dammit, now you've got me singing along to the jingle. Handbook, handbook, handbook, handbook...er helper!
OKAY I can't take it anymore, who does the "DING" in the end? Sam or Liam??
I think it is all Sam
Sam did confirm it was all him
I'm loving this series, I'm a veteran player who learned on the fly who is trying my hand at DMing. I sent my players this playlist and they are doing great off the bat! I get to spend more time playing and less time explaining not to add initiative on everything. Thanks so much!
As a first time DM with very little DND experience (who will be running Curse of Strahd for some friends who have never played before), this video and series is a complete life saver!
I hope they have Mark Hulmes host when they do an episode on a Sorcerer quick build.
I'm still confused. So there's a difference between Ability Checks and Proficiency Ability Checks? How do I know which one to use?
I'm sure you have found the answer by now but for others looking at the comments:
There are only Ability checks. When requested by DM, you roll a d20 and add your corresponding ability modifier of the requested ability or skill to that roll. If you are proficient in that skill you add your proficiency bonus too. If you aren't proficient in the requested skill, you just use the corresponding ability modifier. You usually (and if you haven't, you should) have already marked the proficiency extra into the skills you are proficient in.
Example: At level 1 I say "I examine this strange symbol painted on the wall". DM might call for Religion (Intelligence) check. I roll an 8 on d20 and check my Religion skill on my character sheet. I am proficient in Religion so my modifier for it is 2 for my Intelligence of 14 PLUS my proficiency modifier of 2 for level 1 proficiency bonus, therefore totaling +4 and making my score for this ability check 8+4=12. DM then checks/decides if it is a success or failure.
In the above example, +4 is what should read as your Religion skill modifier in your sheet so that when asked for ability check, you just add that number instead of having to calculate in two numbers.
I can't even hear the name without laughing. Love the breakdown for basic principles because even though I have played for nearly a year (thanks to crit role!) there are still some areas I am a little fuzzzy on. Love this stuff!!
WHERE'S MY BARD QUICKBUILD
_"Bards suck."_ ~ Nott the Brave
Probably already recorded, edited, and scheduled for release sometime later.
You think they can schedule *the* Emmy Award Winning Sam Riegel? (singing) "You've got another thing comin'"
I mean, I'm sure the list of riders in his contract is extensive.
Where is your book of puns and dirty lymric?!?
Do your homework, or no quickbuild for you!
THANK YOU SO MUCH!!!!!
I JUST STARTED PLAYING D&D AND WAS SOOOO CONFUSED AS TO HOW ABILITY CHECKS WORKED.
THANK YOU!!!!
Thanks for the hard work! This is definitely gonna help me finally explain proficiency bonuses to other people. Maybe my explanations need more work?
Clear and consise. This was great. Thank you!
As an experienced DM with inexperienced players, these are great tools to show to noobies.
This video was so clear and concise 💖
These videos are very helpful. Thank you for making them.
im still stupid
For some reason I've been struggling to follow proficiencies and saving throws, this cleared up a lot! Thanks!
They need her to have a guest spot on Critical Role
Girls, Guts, Glory needs to be the next show under the Critical Role banner.
One thing it might have been good for them to provide clarity to people on has to do with using the combination of ability, skill, and proficiency checks when it comes to using a skill in such a way that it does not utilize the 'regular' ability associated with it. It is possible to use a skill with a different ability that the one that is shown in parentheses next to it on the character sheet in some circumstances. In those cases, you would use the ability modifier of the ability that is being used plus the proficiency modifier if the skill attempted is one the character is proficient with. A good example of this is when a character attempts a performance check on an attempt at juggling. The DM can rule that this is more dexterity based than charisma (the normal ability associated with performance) and thus the total bonus would be their Dex modifier plus their Performance proficiency (if any).
i can't help but say the "DING" at the end
PLEASE TELL ME Travis McElroy's doing the fighter one.
She's soooo soothing! I would like to hear her narrating something
Soothed, sedated.
Its log, its log; its big, its heavy, its wood; plus DING!
Excellent content. Thank you.
that last joke earned this video a like from me
I need quick clarification: say you have a prof. bonus of 2, your stealth is 3 and are prof. in it. If you roll for stealth do you add up to 5 or does the 3 have the prof. Incluuded?
well, what's your dexterity modifier, if it was a plus one, then yes the three would be included; if it was a plus three then you would add the extra two.
What if I determine a log is somewhat hard to jump over and say has a DC of 20, and someone with 19 DEX wants to jump over it. Would they fail, or would they instead apply an Athletics check and roll a d20 and apply all modifiers. I'm trying to determine when abilities are applied themselves instead of skills. Is it a "Well, my DEX isn't high enough, can I roll an Athletics check instead?"
Awesome explanations Rachel! Appreciate it much! This will be great for the up and coming campaign I'm running for newcomers to D&D! STOKED!
Great to see Rachel present an installment! #GirlsGutsGlory
Question: For proficiency, do I add the roll + modifier + proficiency? Or is it just roll + proficiency?
Roll, modifier and proficiency. Speaking of which, I am kinda confused on something myself. How so you tell if someone's saving throw is better than the thing affecting them.
@@tapestixxy8531 Thanks for clearing that up. As for the saving throw, I think if you succeed on a saving throw, you take less or no damage, or not affected by a spell or poison
Me: Has been played D&D 5E for 5 years now, knowing how to play the game in my fucking sleep
Also me: Still watches these
This was really good, nice work Rachel and team, very clear and easy to understand :D. WIll deffs show this to new players
did anbyone notice her whispering the word
"thick"
when she was talking about the log?
1:10
I think what I find most annoying about rolling for an ability check is that it's not really story ir character driven. You could be playing a wizard that spent all their time in libraries studying arcana and history, but roll a natural 1 every chance you get. I imagine it would feel frustrating to fail at something you wanted to do just because you have bad luck.
Hey! This face is new to me. Awesome! Also sending this to my players
if you watched Stream Of Many Eyes she was part of one of the groups there, Girls Guts Glory, an all girl group. Their story on that stream was very good and hilarious.
failing the ability check for the log sounds like something out of a pokemon game xD
Another great video with just the teeniest nit-pick.
There is rarely a time that some skill or another does not apply to something the character is attempting to do. I know, Matt Mercer does these "general stat" checks. I have found VERY few instances where there was not a skill to apply to the roll. Like that "jump over a log" example. That's clearly Athletics or, possibly, Acrobatics. Some things are tied to tool proficiency (lock picking, carpentry, etc), but 5e skills are deliberately broad. They cover a lot of situations.
Perhaps Matt Mercer is saying "general stat check" to withhold information on what sort of knowledge skill category the information would fall under. Maybe it's just a way to move the story along without spending too much thought on what skill would apply. I've no way of knowing.
For players, I'd say asking for an attempt at something and layering in a skill suggestion is a good technique. Just don't be surprised if your DM asks for a different roll. Also, remember that a lot of knowledge falls under 2 or more skills. EG: information about undead may be a Religion or an Arcana check (History for those "big horde of skeletons ran through here decades ago" moments.)
For everyone, have a little bit of flexibility with skills. I always tell my players to make suggestions, because they might come up with a use that I hadn't considered. If you are considering an action, it's totally OK to ask what skill would apply if you WERE to try this thing BEFORE you actually commit to it.
I think I'll save these videos and then let any new players watch them. I'm no good a teaching, I always make it look so much harder.
This was so helpful
So proficiencies can be added to attack rolls? But what about the weapons the class is proficient with? Like for a hexblade warlock do you add the charisma modifier and the proficiency bonus to the attack roll? Or do you just add the charisma modifier to the attack roll?
Why does it give an example of Acrobatics check when she's talking about seeing an enemy through rain and fog? Seems like an oversight.
Okay, let's see if I'm understanding this right.
Say my character is proficient in Insight, but not Perception. If I roll for Perception, I just add on my wisdom bonus? But if I roll Insight, I add on my wisdom bonus and my proficiency bonus?
Say I make a wisdom saving throw. Then I only add on my wisdom bonus? Is the only difference between a wisdom check and a wisdom saving throw, is that I'm forced to take the saving throw while the check is something I'm doing?
I feel like there a bigger reason for saying it's specifically a saving throw?
Yes, exactly. When you're proficient in a skill you add the ability modifier and the proficiency bonus. If you're not proficient, you only add the ability modifier. If you're now proficient in wisdom saving throws, you only add the ability modifier. A saving throw is something you have to do to avoid or reduce some sort of damage/outcome. A check is something you can choose to do.
I've been noticing people I play with use their saving throw modifier when they should be useing their ability modifier.
So, let's say a lvl 1 rogue with a Dex of +4 were to jump over that log
The people I play with would add their proficiency too, making it +6
Not home brew rules, just mix ups on modifiers
.....is that a Honey Heist shirt?????
I already know these things yet I still watch.
Thanks this is awesome you are the best!!
They ought to reboot this for Candela and Daggerheart!
Hi Rachel!!! You did such a great job!!
I have an almost encyclopedic knowledge of the PH but I'm watching every episode, they're so good.
This is a great video
Is there one on using tools, tool proficiencies, and how to roll them?
Yeah, but its not an ability. You write tha down in your proficiancy box(near tu the proficiancy weapons and languages) :]
At leastvthats what I know :P
Hooe it helped you a little
Proficiency bonuses still confuse me.. so if you have a +1 in strength and in dexterity, do those add to your acrobatics to give you a +2 proficiency bonus in acrobatics...?
I'm confused, let's say a player requests to investigate a room for clues, would it be a dice roll+ his investigate skill (5) + his intelligence modifier (3) + his proficiency bonus (2)? Having 10 right out the gate seems broken to me (his character is level 1)
so if someone cast cause fear on me, i need to make a wisdom saving throw - but waht number do i need to roll?
That depends on the caster - the DC of spells is calculated as: 8+proficiency bonus+spellcasting ability bonus
For me being a new dm this is really helpful
definitely showing this to my players!!!!!
Ok I am late to the party, but.. the number I rolled creating my character using 4xd6 and subtracting the lowest dice, for example 17+3 in strength, the 17 is used for what, if when I do a strength check roll I use a d20+modifier?
Best one yet
you class and subclass determins your proficiency in 2, 3 or all of the saving throws
yeah monks are kinda op in that sense
Paladins? Paladins.
paladins dont get extra prof. they only get wis and charisma
some fighters get Wis extra, rogue gets wisdom extra and Monk gets all of them
Every class starts with 2 saving throw proficiencies. Some classes get an additional save proficiency at a higher level. And then monks get proficiency in all saves at level 14.
Paladins don't get additional save proficiencies, but they do get the Aura of Protection feature at level 6, which gives them and every ally within 10 feet a bonus to saving throws equal to the paladin's Charisma modifier.
Thank you!
the Handbooker Helper intro voice sounds like David from Camp Camp
Question: so here's a scenario. You're trying to cross a gap using a tight rope, you're able to balance yourself half way but then a strong wind gust passes on to you. Is that a dex saving throw or acrobatics to balance yourself?
Up to the DM, but I'd say that's an acrobatics check because it's something you're doing (trying to stay balanced) rather than something being done to you (some kind of trap or weather based spell, for example)
Could someone explain to me what a statement like ‘+4 to hit’ in the monster manual means? Does that mean you only need to roll a 4 to hit it?
+4 to hit means that when rolling for an attack, you add 4 to whatever you roll. For example, if i had +3 to hit and i rolled a 14, the attack roll would be a17
Thanks matt!
What is the DC or the number you have to beat for a saving throw. When I look at spell descriptions, say ‘hold person’, it mentions saving throws but it does not state the number you have to beat for a successful saving throw. Is it 10?
Okay, so, question because I'm still confused and my friends and I are currently planning out first campaign.
I'm playing a Rogue who's got expertise in Deception. My skill modifier is +6 on that. Do I always add my proficiency bonus ×2 to the role plus my modifier? So would I do d20+6+proficiency×2 for every Deception check?
Dear crit role,
What if you did an episode of handbooker helper about player etiquette. I really love your Chanel and I’m rewatching the first season so I can bundle the second one cause I’m not patient enough to wait week to week 😂 but I’ve played campaigns and one shots with people who’s only introduction is critical role. They usually know most of the rules but don’t understand players etiquette. You could talk about concepts like meta, rail roading, and player talk vs in character rpg. I think the key to an episode like this would be an emphasis on the fact that each group will have their own culture and etiquette but when playing with a new group it’s best to be polite to the dm and not jump of the rails immediately.
I’ve watched a few of these for fun but I watched this one cause I didn’t how these rolls work ( I’m dm,ng I group of five) and this was very helpful
how do i set up a saving throw like from a spell im using on the opponents? do i roll a d20 but what do i add to it?
I made our wizard do a constitution saving throw because he was helping his sister who had diarrhea from her terrible chicken making.
So if you have to make a saving throw, how do you determine the number?
Cause I love terrorizing my players, I make them randomly do constitution check for surprise attacks after they do something stupid. It's a fun way of having consequences and avoid killing them for plot. It also adds suspense before I say why they are doing a saving throw.
1:08 reminded me of joyce byers
But how do u get a dc 30 roll with a d20 which is max 20 + modifier which is max 4? The highest u can get is 24...
Your proficiency bonus can go to+6 on higher character levels 17lv+, and adding your ability modifiers to that...it can be done.
If you multi class do you get to add your proficiency bonus to more stuff or just your first class stuff?
Only multiclassing into certain classes will allow you more skills to gain proficiency in (Rogue and Bard each get you a proficiency in 1 extra skill and it's from the class's list of pickable skills). For saving throws, you only get the two from the class you started in, unless you take the Resilient feat which lets you choose one to gain proficiency in. You can also take feats to gain more skill and tool proficiencies.
There is a multi-class table in the Player's Handbook that shows which proficiencies you gain when multiclassing: Typically just weapon and armor proficiencies, except picking Bard, Ranger, and Rogue allows you to pick a skill from those classes' skill list.
This table tells you which additional proficiencies you get when you multiclass: www.dndbeyond.com/compendium/rules/basic-rules/customization-options#MulticlassingProficiencies
So your profiency bonuses are only added to saving throws that relate to the threat on your person or do I add it even if it doesnt relate to it