The Basics of D20

## **Skill Checks**

The d20 system is meant to solve the issues of auto-hits and determining what a character can dodge, is able to react to, etc. With quantitative values to determine this, the flow of combat is clear and not subjective or based on the player’s whims of what their character can or cannot do. It is also useful for situations outside of combat, such as bluffing, hiding oneself or an item on their person and concentrating on maintaining a spell. Such actions are called Skills within the d20 system.

Skill Checks can be performed against a fixed DC to determine whether the character is able to pick a lock, spot something in the environment, etc. Or Skill Checks can be performed between two or more characters/creatures, where in this case one performs a check against the others. An example of this would be if one character tries to lie (Bluff), the character/creature being lied to can attempt to see through this deceit (Sense Motive). Regardless of which way a Skill Check is performed, the DC for it is 1d20 + character level + the ability modifier. Whichever character’s DC is higher succeeds on the action it is attempting. In the case of lying, if the character trying to determine if it is a lie or not has a higher DC it realizes it is being lied to. The opposite is true if the character who is lying has the higher DC. The ability modifier used on Skill Checks depends on the Skill being used. For lying (Bluff) it is Charisma, while those trying to determine if it is a lie (Sense Motive) use Wisdom. Consult this list to determine which skill uses what ability modifier if you are unsure.

This is not the only way these skills are to be carried out. Players are free to decide whether their character can see through deceit, prevent themself from being spotted or spot another through the normal system of T-1 typically used on IMVU. Whether it be d20 or T-1 this is up to the player. However, if one player calls for a Skill Check to be made using the d20 method the other must comply. Note: This does not apply to combat which is strictly governed by d20 mechanics.

## **Ability Checks**

These function in a similar manner to Skill Checks. Ability Checks are opposed rolls, meaning all characters involved in the action rolls against one another, or the character rolls against a fixed DC. These checks are used for numerous things, for example: a Str Check can be made to break down a door or trip a foe in combat. Whenever a character performs an ability check, the DC for their check is 1d20 + ability modifier.

Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. Essentially, you’re making an untrained skill check.

In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger.

## **Character Progression**

Just as leveling up within a video game would increase the strength and abilities of one’s character, the same applies for this Rp. Character’s are given levels and can increase their level through Rp. Their level is a representation of their strength and determines if that character can use certain abilities. Regardless of their rank, position or title IC, a character’s level determines its strength. As such characters around level 30 are significantly weaker than those around level 60. Of course, a character’s equipment, feats and maybe some special ability can make it stronger than the typical character at its level.

All characters start at level 15 unless it is stated otherwise for a certain race. Players can choose to start from level 1, however, be mindful that doing so is much more difficult and the chances of dying if faced with a situation that requires combat are high. It is advised to not start at level 1, but the option is there if anyone wishes to test their luck. As for progressing to a higher level, a character gains levels depending on the type of Rp being done:

Random Rp as the name implies is a random session which anyone can join in on. The events of this session are determined by those involved in it as it goes on, ranging from sparring with one’s allies, socialising with friends, training to become stronger or even seeking out a master to study under. Random Rp includes both sessions done with others and Solo Rp. Character’s engaged in Random Rp gain levels at a rate of one per 2000 words.

Quests are sessions dedicated to a particular storyline. Quests are created by the GMs and given to players of their choice or those wishing to take part in it. The number of participants is fixed, meaning unless the GM wishes others to join, no other characters can join in later on. Players can create Quests for themself and others to partake in, however, it must be approved by a GM first. This type of Rp earns a character one level per 1000 words of Rp.

The highest level a character can reach in this Rp is 65. Upon reaching level 65 that character is able to further progress to level 100, however, these 35 additional levels of progression occur at a rate of one level per 5000 words for Random Rp. Quests now earn you character levels at a rate of one level per 2000 words. Progressing beyond 65, a character can no longer gain new classes or further progress a class it hasn’t reached max level in. Instead, you select one of that character’s basic classes and treat your additional levels as levels gained in that class, for the purpose of gaining BaB, Saves, HD (Hit Dice), CL (Caster Level), etc.