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!