MASTERING MODIFIERS
Hello Adventurers -
Another post coming to you from the CPawx Centre for People Who Can't D&D Good and Wanna Learn to do Other TTRPG Stuff Good Too! Check out the video in the classroom.
Today we'll learn the basics of MODIFIERS - little score bonuses that help improve your rolls.
MASTERING MODIFIERS
Each of the six core D&D abilities has a modifier, which is determined by their respective score:
10-11 is the human average ability score. That gives you a modifier of +0. Then you move up by twos:
12-13 is +1;
14-15 is +2;
16-17 is +3;
18-19 is +4; and
20 is +5.
In some cases, you can have a modifier that is lower than 10, which will give you a negative score. That's obviously not ideal.
Whenever you make a roll that requires you to use a modifier, you'll roll your d20, then add or subtract your modifier from the total shown on the die, to get your final score.
For example:
You attempt to walk a narrow ledge and your DM asks you to make a Dexterity check. You have a Dexterity ability score of 17, which means your modifier is plus 3. You roll your d20 and get a 15 on the die, then add your +3, giving you a total of 18 - probably good enough to pass the check. Well done!
And also well done for MASTERING EVERYTHING ABOUT MODIFIERS! I'm your Forever DM CPawx, we will see you next time!
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Cam Parkes
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MASTERING MODIFIERS
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