Mae chwech gallu yn rhoi disgrifiad byr o nodweddion ffisegol a meddyliol pob creadur:
A yw cymeriad yn rhwym i gyhyrau ac yn graff? Gwych a swynol? Yn ystwyth ac yn wydn? Mae sgorau gallu yn diffinio’r rhinweddau hyn - asedau creadur yn ogystal â gwendidau.
Mae tair prif rhol y gêm - y cais gallu, y cais achub, a’r rôl ymosod yn dibynnu ar y chwe sgôr gallu. Mae cyflwyniad y llyfr yn disgrifio’r rheol sylfaenol y tu ôl i’r rholiau hyn: rholio d20, ychwanegu addasydd gallu sy’n deillio o un o’r chwe sgôr gallu, a chymharu’r cyfanswm â rhif targed.
Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities-a creature’s assets as well as weaknesses.
The three main rolls of the game-the ability check, the saving throw, and the attack roll-rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Mae gan bob un o alluoedd creadur sgôr, rhif sy’n diffinio maint y gallu hwnnw. Mae sgôr gallu nid yn unig yn fesur o alluoedd cynhenid, ond mae hefyd yn cwmpasu hyfforddiant a chymhwysedd creadur mewn gweithgareddau sy’n gysylltiedig â’r gallu hwnnw.
Sgôr o 10 neu 11 yw’r cyfartaledd dynol arferol, ond mae anturiaethwyr a llawer o angenfilod yn well na’r cyfartaledd yn y rhan fwyaf o alluoedd. Sgôr o 18 yw’r uchaf y mae person fel arfer yn ei gyrraedd. Gall anturwyr gael sgoriau mor uchel ag 20, a gall bwystfilod a bodau dwyfol gael sgoriau mor uchel â 30.
Mae gan bob gallu addasydd, sy’n deillio o’r sgôr ac yn amrywio o -5 (ar gyfer sgôr gallu o 1) i +10 (ar gyfer sgôr o 30). Mae’r tabl Sgoriau Gallu ac Addasyddion yn nodi’r addasydd gallu ar gyfer yr ystod o sgorau gallu posibl, o 1 i 30.
Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Tabl- Sgoriau Gallu ac Addasyddion
Sgôr | Addasydd |
---|---|
1 | -5 |
2-3 | -4 |
4-5 | -3 |
6-7 | -2 |
8-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20-21 | +5 |
22-23 | +6 |
24-25 | +7 |
26-27 | +8 |
28-29 | +9 |
30 | +10 |
I gyfrifo addasydd gallu heb ymgynghori â’r tabl, tynnwch 10 o’r sgôr gallu ac yna rhannwch y cyfanswm â 2 (talgrynnu i lawr).
Oherwydd bod addaswyr gallu yn effeithio ar bron pob rhol ymosodiad, cais gallu, a cais achub, mae addasyddion gallu yn dod i fyny mewn chwarae yn amlach na’u sgoriau cysylltiedig.
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).
Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
Weithiau bydd gallu neu swyn arbennig yn dweud wrthych fod gennych fantais neu anfantais o ran cais gallu, cais cynilo, neu rhol ymosod. Pan fydd hynny’n digwydd, rydych chi’n rholio ail d20 pan fyddwch chi’n gwneud y rhôl. Defnyddiwch y rhif uchaf o’r ddau rolyn os oes gennych fantais, a defnyddiwch y rhif isaf os oes gennych anfantais. Er enghraifft, os oes gennych chi anfantais a rholiwch 17 a 5, rydych chi’n defnyddio’r 5. Ar y llaw arall, os oes gennych chi fantais rydych chi’n defnyddio’r 17.
Os yw sawl effaith ar rhol a bod pob un yn rhoi mantais neu’n gosod anfantais arno, ni fyddwch yn rholio mwy nag un d20 ychwanegol. Os bydd dwy sefyllfa ffafriol yn rhoi mantais, er enghraifft, dim ond un d20 ychwanegol y byddwch yn ei rolio.
Os bydd amgylchiadau yn peri i rhol gael mantais ac anfantais, ystyrir nad oes genych y naill na’r llall, ac yr ydych yn rholio un d20. Mae hyn yn wir hyd yn oed os yw sawl effaith yn gosod anfantais a dim ond un yn rhoi mantais, neu i’r gwrthwyneb. Mewn sefyllfa o’r fath, nid oes gennych fantais nac anfantais.
Pan fydd gennych fantais neu anfantais a bod rhywbeth yn y gêm, fel nodwedd y “Lwcus”, yn gadael i chi ail-rholi neu amnewid y d20, gallwch ail-rolio neu amnewid un dis yn unig. Chi sy’n dewis pa un. Er enghraifft, os oes gennych chi fantais neu anfantais ar gais gallu ac rydych chi’n yn rholio 1 a 13, gallwch ddefnyddio’r nodwedd Lwcus i ail-rolio’r 1.
Byddwch fel arfer yn cael mantais neu anfantais trwy ddefnyddio galluoedd, acsiynau neu swynau arbennig. Gall ysbrydoliaeth hefyd roi mantais i gymeriad. Gall y GM hefyd penderfynu bod amgylchiadau’n dylanwadu ar rhol i un cyfeiriad neu’r llall ac yn rhoi mantais neu’n gosod anfantais o ganlyniad.
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The
GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Mae gan gymeriadau fonws hyfedredd sy’n cael ei penderfynu gan lefel y creadur. Mae gan angenfilod y bonws hwn hefyd, sydd wedi’i ymgorffori yn eu blociau stat. Defnyddir y bonws yn y rheolau ar gyfer cais gallu, cais achub, a rholiau ymosod.
Ni ellir ychwanegu eich bonws hyfedredd at un rhol dis neu rif arall fwy nag unwaith. Er enghraifft, os yw dwy reol wahanol yn dweud y gallwch ychwanegu eich bonws hyfedredd at cais achub Doethder, serch hynny, dim ond unwaith y byddwch chi’n ychwanegu’r bonws pan fyddwch chi’n arbed.
O bryd i’w gilydd, efallai y bydd eich bonws hyfedredd yn cael ei luosi neu ei rannu (ei ddyblu neu ei haneru, er enghraifft) cyn i chi ei gymhwyso. Er enghraifft, mae nodwedd Arbenigaeth y dyhiryn yn dyblu’r bonws hyfedredd ar gyfer rhai ceisiau gallu. Os yw amgylchiad yn awgrymu bod eich bonws hyfedredd yn berthnasol fwy nag unwaith i’r un gofrestr, dim ond unwaith rydych chi’n dal i’w ychwanegu a’i luosi neu ei rannu unwaith yn unig.
Yn yr un modd, os yw nodwedd neu effaith yn caniatáu i chi luosi’ch bonws hyfedredd wrth wneud cais gallu na fyddai fel arfer yn elwa o’ch bonws hyfedredd, nid ydych chi’n ychwanegu’r bonws at y cais rhawgwaith. Ar gyfer y cais hwnnw eich bonws hyfedredd yw 0, o ystyried y ffaith bod lluosi 0 ag unrhyw rif yn dal i fod yn 0. Er enghraifft, os nad oes gennych chi hyfedredd yn y sgil Hanes, ni fyddwch yn cael unrhyw fudd o nodwedd sy’n gadael i chi ddyblu eich bonws hyfedredd pan fyddwch yn gwneud cais Deallusrwydd (Hanes).
Yn gyffredinol, nid ydych chi’n lluosi’ch bonws hyfedredd ar gyfer rhol ymosod neu cais arbed. Os yw nodwedd neu effaith yn caniatáu i chi wneud hynny, mae’r un rheolau hyn yn berthnasol.
Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom (Doethder) saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.
By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History (Hanes) skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (Deallusrwydd) (History (Hanes)) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Mae cais gallu yn profi dawn cynhenid a hyfforddiantcymeriad neu anghenfil tra’n ceision oresgyn her. Mae’r GM yn galw am cais gallu pan fydd cymeriad neu anghenfil yn ceisio acsiwn (ar wahân i ymosodiad) sydd â siawns o fethiant. Pan mae’r canlyniad yn ansicr, y dis sy’n penderfynu’r canlyniadau.
Ar gyfer pob cais gallu, y DM sy’n penderfynu pa un o’r chwe gallu sy’n berthnasol i’r dasg dan sylw ac anhawster y dasg, a gynrychiolir gan Ddosbarth Caledrwydd (DC).
Po fwyaf anodd yw tasg, yr uchaf yw ei DC. Mae’r tabl Dosbarthiadau Caledrwydd yn dangos y DC mwyaf cyffredin.
An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.
The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
Tabl- Dosbarthiadau Caledrwydd (Difficulty Classes)
Caledrwydd y dasg | DC |
---|---|
Hawdd iawn | 5 |
Hawdd | 10 |
Canolig | 15 |
Anodd | 20 |
Anodd iawn | 25 |
Bron yn amhosib | 30 |
I wneud cais gallu, rholiwch d20 ac ychwanegwch yr addasydd gallu perthnasol. Yn yr un modd â rholiau d20 eraill, cymhwyswch fonysau a chosbau, a chymharwch y cyfanswm â’r DC. Os yw’r cyfanswm yn hafal i neu’n fwy na’r DC, mae’r gwiriad gallu yn llwyddo - mae’r creadur yn goresgyn yr her dan sylw. Fel arall, mae’n fethiant, sy’n golygu nad yw’r cymeriad neu’r anghenfil yn gwneud unrhyw gynnydd tuag at yr amcan neu’n gwneud cynnydd ynghyd â rhwystr a bennir gan y GM.
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success-the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
Weithiau mae ymdrechion un cymeriad neu anghenfil yn wrthwynebu ymdrechion creadur arall. Gall hyn ddigwydd pan fydd y ddau yn ceisio gwneud yr un peth a dim ond un sy’n gallu llwyddo, fel ceisio cipio modrwy hud sydd wedi disgyn ar y llawr. Mae’r sefyllfa hon hefyd yn berthnasol pan fydd un ohonynt yn ceisio atal y llall rhag cyflawni nod - er enghraifft, pan fydd anghenfil yn ceisio agor drws y mae anturiaethydd yn dal ar gau. Mewn sefyllfaoedd fel hyn, caiff y canlyniad ei bennu gan fath arbennig o cais gallu, a elwir yn gystadleuaeth.
Mae’r ddau sy’n cymryd rhan mewn cystadleuaeth yn gwneud cais gallu sy’n briodol i’w hymdrechion. Maent yn cymhwyso’r holl fonysau a chosbau priodol, ond yn lle cymharu’r cyfanswm â DC, maent yn cymharu cyfansymiau eu dwy gais. Y creadur gyda’r cyfanswm uwch sy’n ennill y gystadleuaeth. Mae’r cymeriad neu’r anghenfil hwnnw naill ai’n llwyddo yn y weithred neu’n atal y llall rhag llwyddo.
Os bydd y cyfansymiau yn gyfartal, mae’r sefyllfa’n aros yr un fath ag yr oedd cyn yr ornest. Felly, efallai y bydd un cystadleuydd yn ennill y gystadleuaeth yn ddiofyn. Os bydd y ddau gais yn gyfartal mewn gornest i gipio modrwy oddi ar y llawr, ni fydd y naill gymeriad na’r llall yn cydio ynddi. Mewn gornest rhwng anghenfil sy’n ceisio agor drws ac anturiaethwr yn ceisio cadw’r drws ar gau, mae dau gais cyfartal yn golygu bod y drws yn parhau i fod ar gau.
Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal- for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.
Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.
If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
Mae pob gallu yn cwmpasu ystod eang o weithredoedd, gan gynnwys sgiliau y gall cymeriad neu anghenfil fod yn hyddysg ynddynt. Mae sgil yn cynrychioli agwedd benodol ar sgôr gallu, ac mae hyfedredd unigolyn mewn sgil yn cynrychioli ffocws ar yr agwedd honno. Mae hyfedredd sgiliau cychwynnol cymeriad yn cael eu pennu wrth greu cymeriadau, ac mae hyfedredd sgil anghenfil yn ymddangos ar bloc ystadegau yr anghenfil.
Er enghraifft, gall cais Chwimder adlewyrchu ymgais cymeriad i cyflawni stynt acrobatig, dwyn gwrthrych yn slei, neu aros yn gudd. Mae gan bob un o’r agweddau hyn sgil cysylltiedig: Acrobateg, Hudwaith Llaw, a Tawelwch (Stealth), yn y drefn honno. Felly mae cymeriad sydd â hyfedredd yn sgil Tawelwch yn arbennig o dda am wiriadau Deheurwydd yn ymwneud â sleifio a chuddio.
Dangosir y sgiliau sy’n gysylltiedig â phob sgôr gallu yn y rhestr ganlynol. (Nid oes unrhyw sgiliau’n gysylltiedig â’r Cyfansoddiad). Gweler disgrifiad o allu yn adrannau diweddarach yr adran hon am enghreifftiau o sut i ddefnyddio sgil sy’n gysylltiedig â gallu.
Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.)
For example, a Dexterity (Chwimder) check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity (Chwimder) has an associated skill: Acrobatics (Acrobateg), Sleight of Hand (Hudwaith Llaw), and Stealth (Tawel), respectively. So a character who has proficiency in the Stealth (Tawel) skill is particularly good at Dexterity (Chwimder) checks related to sneaking and hiding.
The skills related to each ability score are shown in the following list. (No skills are related to Constitution (Cyfansoddiad).) See an ability’s description in the later sections of this section for examples of how to use a skill associated with an ability.
Tabl- Sgiliau
Cryfder (Strength) | Chwimder (Dexterity) | Deallusrwydd (Intelligence) | Doethder (Wisdom) | Presenoldeb (Charisma) |
---|---|---|---|---|
Athletig (Athletics) | Acrobateg (Acrobatics) | Hud a Lledrith (Arcana) | Trin Anifeiliaid (Animal Handling) | Twyll (Deception) |
Hudwaith Llaw (Sleight of Hand) | Hanes (History) | Mewnwelediad (Insight) | Brawychu (Intimidation) | |
Tawel (Stealth) | Ymchwilio (Investigation) | Meddygaeth (Medicine) | Perfformiad (Performance) | |
Natur (Nature) | Canfyddiad (Perception) | Perswadio (Persuasion) | ||
Crefydd (Religion) | Goroesi (Survival) |
Weithiau, efallai y bydd y DM yn gofyn am cais gallu gan ddefnyddio sgil penodol - er enghraifft, “Gwnewch cais Doethder (Canfyddiad)”. Ar adegau eraill, gallai chwaraeydd ofyn i’r DM a yw hyfedredd mewn sgil arbennig yn berthnasol i siec. Yn y naill achos neu’r llall, mae hyfedredd mewn sgil yn golygu y gall unigolyn ychwanegu ei fonws hyfedredd at cais gallu sy’n cynnwys y sgil hwnnw. Heb hyfedredd yn y sgil, mae’r unigolyn yn gwneud cais gallu arferol.
Er enghraifft, os yw cymeriad yn ceisio dringo clogwyn peryglus, efallai y bydd y DM yn gofyn am wiriad Cryfder (Athletig). Os yw’r cymeriad yn hyddysg mewn Athletig, ychwanegir bonws hyfedredd y cymeriad at y gwiriad Cryfder. Os nad oes gan y cymeriad y hyfedredd hwnnw, mae’n gwneud cais Cryfder arferol.
Sometimes, the GM might ask for an ability check using a specific skill-for example, “Make a Wisdom (Doethder) (Perception (Canfyddiad)) check.” At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.
For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Cryfder) (Athletics (Athletig)) check. If the character is proficient in Athletics (Athletig), the character’s proficiency bonus is added to the Strength (Cryfder) check. If the character lacks that proficiency, he or she just makes a Strength (Cryfder) check.
Fel arfer, mae eich hyfedredd mewn sgil yn berthnasol i fath penodol o cais gallu yn unig. Mae Hyfedredd mewn Athletig, er enghraifft, fel arfer yn berthnasol i wiriadau Cryfder. Mewn rhai sefyllfaoedd, fodd bynnag, efallai y bydd eich hyfedredd yn berthnasol yn rhesymol i fath arall o wiriad. Mewn achosion o’r fath, efallai y bydd y DM yn gofyn am wiriad gan ddefnyddio cyfuniad anarferol o allu a sgil, neu efallai y byddwch yn gofyn i’ch DM a allwch gymhwyso hyfedredd i cais gwahanol. Er enghraifft, os oes rhaid i chi nofio o ynys i’r tir, efallai y bydd eich GM yn galw am cais Cyfansoddiad i weld a oes gennych chi’r stamina i gyrraedd mor bell â hynny. Yn yr achos hwn, efallai y bydd eich DM yn caniatáu i chi gymhwyso eich hyfedredd mewn Athletau a gofyn am wiriad Cyfansoddiad (Athletig). Felly os oes gydach chi hyfedredd mewn Athletig, rydych chi’n cymhwyso’ch bonws hyfedredd i’r gwiriad Cyfansoddiad yn union fel y byddech chi’n ei wneud fel arfer ar gyfer gwiriad Cryfder (Athletig). Yn yr un modd, pan fydd cymeriad yn defnyddio arddangosiad o gryfder amrwd i ddychryn gelyn, efallai y bydd eich GM yn gofyn am wiriad Cryfder (Brawychu), er bod Brawychu fel arfer yn gysylltiedig â Phresenoldeb.
Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics (Athletig), for example, usually applies to Strength (Cryfder) checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your GM might call for a Constitution (Cyfansoddiad) check to see if you have the stamina to make it that far. In this case, your GM might allow you to apply your proficiency in Athletics (Athletig) and ask for a Constitution (Cyfansoddiad) (Athletics (Athletig)) check. So if you’re proficient in Athletics (Athletig), you apply your proficiency bonus to the Constitution (Cyfansoddiad) check just as you would normally do for a Strength (Cryfder) (Athletics (Athletig)) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Cryfder) (Intimidation (Brawychu)) check, even though Intimidation (Brawychu) is normally associated with Charisma (Presenoldeb).
Mae cais goddefol yn fath arbennig o wiriad gallu nad yw’n cynnwys unrhyw roliau dis. Gall cais o’r fath gynrychioli canlyniad cyfartalog tasg a wneir dro ar ôl tro, megis chwilio am ddrysau cyfrinachol dro ar ôl tro, neu gellir ei ddefnyddio pan fydd y DM eisiau penderfynu’n gyfrinachol a yw’r cymeriadau’n llwyddo ar rywbeth heb rolio dis, fel sylwi ar anghenfil cudd.
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Dyma sut i bennu cyfanswm cymeriad ar gyfer cais goddefol:
10 + pob addasydd sydd fel arfer yn berthnasol i’r cais
Os oes gan y cymeriad fantais ar y siec, ychwanegwch 5. Ar gyfer anfantais, tynnwch 5. Mae’r gêm yn cyfeirio at gyfanswm cais goddefol fel sgôr.
Er enghraifft, os oes gan gymeriad lefel 1af Doethder o 15 a hyfedredd mewn Canfyddiad, mae gan y cymeriad sgôr goddefol Doethineb (Canfyddiad) o 14.
Mae’r rheolau ar guddio yn yr adran “Chwimder” isod ac rheolau archwilio yn dibynnu ar cais goddefol.
Here’s how to determine a character’s total for a passive check:
10 + all modifiers that normally apply to the check
If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom (Doethder) of 15 and proficiency in Perception (Canfyddiad), he or she has a passive Wisdom (Doethder) (Perception (Canfyddiad)) score of 14.
The rules on hiding in the “Dexterity (Chwimder)” section below rely on passive checks, as do the exploration rules.
Weithiau mae dau gymeriad neu fwy yn dod at ei gilydd i roi cynnig ar dasg. Gall y cymeriad sy’n arwain yr ymdrech - neu’r un sydd â’r addasydd gallu uchaf - wneud cais gallu gyda mantais, gan adlewyrchu’r cymorth a ddarperir gan y cymeriadau eraill. Wrth ymladd, mae hyn yn gofyn am yr acsiwn Helpu.
Gall cymeriad roi cymorth dim ond os yw’r dasg yn un y gall ycymeriad ceision fel unigolyn. Er enghraifft, mae ceisio agor clo yn gofyn am hyfedredd gydag offer lladron, felly ni all cymeriad sydd heb y hyfedredd hwnnw helpu cymeriad arall yn y dasg honno. Ar ben hynny, gall cymeriad helpu dim ond pan fyddai dau neu fwy o unigolion yn gweithio gyda’i gilydd yn gynhyrchiol tuad at y tasg. Nid yw rhai tasgau, fel edafu nodwydd, yn haws gyda chymorth.
Sometimes two or more characters team up to attempt a task. The character who’s leading the effort-or the one with the highest ability modifier-can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
Pan fydd nifer o unigolion yn ceisio cyflawni rhywbeth fel grŵp, efallai y bydd y DM yn gofyn am wiriad gallu grŵp. Mewn sefyllfa o’r fath, mae’r cymeriadau sy’n fedrus ar dasg benodol yn helpu i gwmpasu’r rhai nad ydyn nhw.
I wneud cais gallu grŵp, mae pawb yn y grŵp yn gwneud y cais gallu. Os bydd o leiaf hanner y grŵp yn llwyddo, bydd y grŵp cyfan yn llwyddo. Fel arall, mae’r grŵp yn methu.
Nid yw cais grŵp yn digwydd yn aml iawn, ac maen nhw’n fwyaf defnyddiol pan fydd yr holl gymeriadau’n llwyddo neu’n methu fel grŵp. Er enghraifft, pan fydd anturiaethyddion yn mordwyo cors, efallai y bydd y DM yn galw am cais grŵp Doethder (Goroesi) i weld a all y cymeriadau osgoi’r sugndraeth, claddau, a pheryglon naturiol eraill yr amgylchedd. Os bydd o leiaf hanner y grŵp yn llwyddo, gall y cymeriadau llwyddiannus arwain eu cymdeithion allan o berygl. Fel arall, mae’r grŵp yn baglu i mewn i un o’r peryglon hyn.
When a number of individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.
Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Doethder) (Survival (Goroesi)) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Mae pob tasg y gallai cymeriad neu anghenfil roi cynnig arni yn y gêm wedi’i chwmpasu gan un o’r chwe gallu. Mae’r adran hon yn esbonio’n fanylach beth mae’r galluoedd hynny’n ei olygu a’r ffyrdd mae nhw’n cael eu defnyddio yn y gêm.
Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
Mae Cryfder yn mesur pŵer corfforol, hyfforddiant athletaidd, ac i ba raddau y gallwch chi roi grym corfforol amrwd.
Strength (Cryfder) measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Gall cais Cryfder fodelu unrhyw ymgais i godi, gwthio, tynnu, neu dorri rhywbeth, i orfodi eich corff trwy ofod, neu i gymhwyso grym ’n ysgrublaidd mewn sefyllfa arall. Mae’r sgil Athletig yn adlewyrchu dawn mewn rhai mathau o wiriadau Cryfder.
A Strength (Cryfder) check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics (Athletig) skill reflects aptitude in certain kinds of Strength (Cryfder) checks.
Athletig. Mae cais Cryfder (Athletig) yn cwmpasu sefyllfaoedd anodd y byddwch yn dod ar eu traws wrth ddringo, neidio neu nofio. Mae enghreifftiau yn cynnwys y gweithgareddau canlynol:
Athletics (Athletig). Your Strength (Cryfder) (Athletics (Athletig)) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt midjump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Ceisiau Cryfder Arall. Efallai y bydd y DM hefyd yn galw am wiriad Cryfder pan fyddwch chi’n ceisio cyflawni tasgau fel y canlynol:
Other Strength (Cryfder) Checks. The GM might also call for a Strength (Cryfder) check when you try to accomplish tasks like the following:
- Force open a stuck, locked, or barred door
- Break free of bonds
- Push through a tunnel that is too small
- Hang on to a wagon while being dragged behind it
- Tip over a statue
- Keep a boulder from rolling
Rydych chi’n ychwanegu eich addasydd Cryfder at eich rhol ymosod a’ch rhol difrod wrth ymosod ag arf sgarmes fel mas, bwyell rhyfel, neu waywffon. Rydych chi’n defnyddio arfau sgarmes i wneud ymosodiadau sgarmes mewn ymladd llaw-i-law, a gellir taflu rhai ohonynt i wneud ymosodiad amrywiol.
You add your Strength (Cryfder) modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
Mae eich sgôr Cryfder yn pennu faint o bwysau y gallwch chi ei ysgwyddo. Mae’r termau canlynol yn diffinio’r hyn y gallwch ei godi neu ei gario.
Gallu Cario. Eich gallu cario yw eich sgôr Cryfder wedi’i luosi â 15. Dyma’r pwysau (mewn punnoedd) y gallwch chi ei gario, sy’n ddigon uchel fel nad oes rhaid i’r rhan fwyaf o gymeriadau boeni amdano fel arfer.
Gwthio, Llusgo, neu Godi. Gallwch wthio, llusgo, neu godi pwysau mewn punnoedd hyd at ddwywaith eich gallu cario (neu 30 gwaith eich sgôr Cryfder). Wrth wthio neu lusgo pwysau sy’n fwy na’ch gallu cario, mae eich cyflymder yn gostwng i 5 troedfedd.
Maint a Chryfder (Cryfder). Gall creaduriaid mwy cario mwy o bwysau, tra gall creaduriaid Bach gario llai. Ar gyfer pob categori maint uwchlaw Canolig, dyblu gallu cario’r creadur a faint y gall ei wthio, ei lusgo neu ei godi. I greadur Bach, hanerwch y pwysau hyn.
Your Strength (Cryfder) score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity. Your carrying capacity is your Strength (Cryfder) score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength (Cryfder) score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Size and Strength (Cryfder). Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
Mae’r rheolau ar gyfer codi a chario yn fwriadol syml. Dyma amrywiad os ydych chi’n chwilio am reolau manylach ar gyfer pennu sut mae cymeriad yn cael ei rwystro gan bwysau offer. Pan fyddwch yn defnyddio’r amrywiad hwn, anwybyddwch y golofn Cryfder yn y tabl Armor.
Os ydych yn cario pwysau dros 5 gwaith eich sgôr Cryfder, rydych wedi cwmbrio, sy’n golygu bod eich cyflymder yn gostwng 10 troedfedd.
Os ydych chi’n cario pwysau dros 10 gwaith eich sgôr Cryfder, hyd at eich gallu cario uchaf, rydych chi’n cael eich cwmbrio’n drwm, sy’n golygu bod eich cyflymder yn gostwng 20 troedfedd a bod gennych chi anfantais o ran cais gallu, rhol ymosodiad, a cais achub sy’n defnyddio Cryfder, Chwimder, neu Cyfansoddiad.
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength (Cryfder) column of the Armor table.
If you carry weight in excess of 5 times your Strength (Cryfder) score, you are encumbered, which means your speed drops by 10 feet.
If you carry weight in excess of 10 times your Strength (Cryfder) score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength (Cryfder), Dexterity (Chwimder), or Constitution (Cyfansoddiad).
Mae Chwimder yn mesur ystwythder, atgyrchau a chydbwysedd.
Dexterity (Chwimder) measures agility, reflexes, and balance.
Gall cais Chwimder fodelu unrhyw ymgais i symud yn nimbly, yn gyflym, neu’n dawel, neu i atal rhag syrthio ar sylfaen anodd. Mae’r sgiliau Acrobateg, Hudwaith Llaw, a Thawelwch yn adlewyrchu dawn mewn rhai mathau o ceisiadau Chwimder.
A Dexterity (Chwimder) check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics (Acrobateg), Sleight of Hand (Hudwaith Llaw), and Stealth (Tawel) skills reflect aptitude in certain kinds of Dexterity (Chwimder) checks.
Acrobateg. Mae eich gwiriad Chwimder (Acrobateg) yn cynnwys eich ymgais i aros ar eich traed mewn sefyllfa anodd, megis pan fyddwch chi’n ceisio rhedeg ar draws haen o iâ, cydbwyso ar raff dynn, neu aros yn unionsyth ar dec llong sy’n siglo. Mae’n bosibl y bydd y DM hefyd yn galw am wiriad Chwimder (Acrobateg) i weld a allwch chi berfformio styntiau acrobatig, gan gynnwys deifiau, rholiau, llamdreiglo, a fflipiau.
Acrobatics (Acrobateg). Your Dexterity (Chwimder) (Acrobatics (Acrobateg)) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Chwimder) (Acrobatics (Acrobateg)) check to see if you can perform acrobatic stunts, including dives, rolls, llamdreiglo , and flips.
Hudwaith Llaw. Pryd bynnag y byddwch yn ceisio acsiwn o hudwaith llaw neu dwyll â llaw, megis plannu rhywbeth ar rywun arall neu guddio gwrthrych ar eich person, gwnewch wiriad Chwimder (Hudwaith Llaw). Efallai y bydd y DM hefyd yn galw am cais Chwimder (Hudwaith Llaw) i benderfynu a allwch chi godi pwrs arian oddi ar berson arall neu lithro rhywbeth allan o boced rhywun arall.
Sleight of Hand (Hudwaith Llaw). Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Chwimder) (Sleight of Hand (Hudwaith Llaw)) check. The GM might also call for a Dexterity (Chwimder) (Sleight of Hand (Hudwaith Llaw)) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Tawelwch. Gwnewch cais Chwimder (Tawel) pan fyddwch chi’n ceisio cuddio’ch hun rhag gelynion, cripian heibio gwarchodydd, llithro i ffwrdd heb i neb sylwi, neu sleifio i fyny ar rywun heb gael eich gweld na’ch clywed.
Stealth (Tawel). Make a Dexterity (Chwimder) (Stealth (Tawel)) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Cais Chwimder Arall. Efallai y bydd y GM yn galw am wiriad Chwimder pan fyddwch yn ceisio cyflawni tasgau fel y canlynol:
Other Dexterity (Chwimder) Checks. The GM might call for a Dexterity (Chwimder) check when you try to accomplish tasks like the following:
- Control a heavily laden cart on a steep descent
- Steer a chariot around a tight turn
- Pick a lock
- Disable a trap
- Securely tie up a prisoner
- Wriggle free of bonds
- Play a stringed instrument
- Craft a small or detailed object
Rydych chi’n ychwanegu eich addasydd Chwimder at eich rholyn ymosod a’ch rholyn difrod wrth ymosod ag arf taflu, fel sling neu fwa hir. Gallwch hefyd ychwanegu eich addasydd Chwimder i’ch rholyn ymosod a’ch rholyn difrod wrth ymosod ag arf sgarmes sydd â’r nodwedd fines, fel cleddyfan neu meingledd.
You add your Dexterity (Chwimder) modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity (Chwimder) modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.
Yn dibynnu ar yr arfwisg rydych chi’n ei wisgo, efallai y byddwch chi’n ychwanegu rhywfaint neu’r cyfan o’ch addasydd Chwimder i’ch Anhawster Curo.
Depending on the armor you wear, you might add some or all of your Dexterity (Chwimder) modifier to your Armor Class.
Ar ddechrau pob ymladdfa, rydych chi’n rholio Blaengaredd trwy wneud cais Chwimder. Blaengaredd sy’n penderfynu trefn troadau creaduriaid wrth ymladd.
At the beginning of every combat, you roll initiative by making a Dexterity (Chwimder) check. Initiative (Blaengaredd) determines the order of creatures’ turns in combat.
Cuddio
Y DM sy’n penderfynu pryd mae amgylchiadau’n briodol ar gyfer cuddio. Pan fyddwch yn ceisio cuddio, gwnewch cais Chwimder (Tawel). Nes i chi gael eich darganfod neu i chi stopio cuddio, mae’r canlyniad yn cael ei wrthwynebu gan cais Doethder (Canfyddiad) gan unrhyw greadur sy’n chwilio’n weithredol amdanoch.
Ni allwch guddio rhag creadur sy’n gallu eich gweld yn glir, a byddwch yn dangos eich lleoliad os byddwch yn gwneud sŵn, fel gweiddi rhybudd neu cnocio fâs i’r llawr.
Gall creadur anweledig bob amser geisio cuddio. Mae’n bosibl y bydd arwyddion o’i daith i’w gweld o hyd, ac mae’n rhaid i nhw aros yn dawel.
Wrth ymladd, mae’r rhan fwyaf o greaduriaid yn effro i arwyddion o berygl o gwmpas, felly os byddwch chi’n dod allan o guddio ac yn agosau at greadur, mae’n eich gweld chi fel arfer. Fodd bynnag, o dan rai amgylchiadau, efallai y bydd y DM yn caniatáu i chi aros yn gudd wrth i chi nesáu at greadur sy’n canolbwyntio ar rhywbeth arall, gan ganiatáu i chi gael mantais ar rhol ymosod cyn i chi gael eich gweld.
Hiding
The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Chwimder) (Stealth (Tawel)) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Doethder) (Perception (Canfyddiad)) check of any creature that actively searches for signs of your presence.
You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.
An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
Canfyddiad Goddefol. Pan fyddwch chi’n cuddio, mae’n bosib y bydd rhywun yn sylwi arnoch chi hyd yn oed os nad ydyn nhw’n chwilio. I benderfynu a yw creadur o’r fath yn sylwi arnoch chi, mae’r DM yn cymharu eich gwiriad Chwimder (Tawel) â sgôr Doethder Canfyddiad Goddefol y creadur hwnnw, sy’n cyfateb i 10 + addasydd Doethder y creadur, yn ogystal ag unrhyw fonysau neu gosbau eraill. Os oes gan y creadur fantais, ychwanegwch 5. Ar gyfer anfantais, tynnwch 5. Er enghraifft, os oes gan cymeriad lefel 1af bonws hyfedredd o +2, sgor Doethineb o 15 (addasydd +2) a hyfedredd mewn Canfyddiad, mae ganddo ef neu hi Doethder Canfyddiad Goddefol o 14.
Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Chwimder) (Stealth (Tawel)) check with that creature’s passive Wisdom (Doethder) (Perception (Canfyddiad)) score, which equals 10 + the creature’s Wisdom (Doethder) modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom (Doethder) of 15 (a +2 modifier) and proficiency in Perception (Canfyddiad), he or she has a passive Wisdom (Doethder) (Perception (Canfyddiad)) of 14.
Beth Allwch Chi ei Weld? Un o’r prif ffactorau wrth benderfynu a allwch chi ddod o hyd i greadur neu wrthrych cudd yw pa mor dda y gallwch chi weld mewn ardal, a allai fod yn gorchydd ysgafn neu gorchydd trwm, fel yr eglurir yn yr adran “Anturio”.
What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in the “Adventuring” section.
Mae cyfansoddiad yn mesur heini, stamina, a phwer anianol.
Mae cais cyfansoddiad yn anghyffredin, ac nid oes unrhyw sgiliau yn berthnasol i wiriadau Cyfansoddiad, oherwydd bod y dygnwch y mae’r gallu hwn yn ei gynrychioli yn oddefol i raddau helaeth yn hytrach nag yn cynnwys ymdrech benodol ar ran cymeriad neu anghenfil. Gall cais Cyfansoddiad fodelu eich ymgais i wthio y tu hwnt i derfynau arferol, fodd bynnag.
Efallai y bydd y DM yn galw am wiriad Cyfansoddiad pan fyddwch yn ceisio cyflawni tasgau fel y canlynol:
Constitution (Cyfansoddiad) checks are uncommon, and no skills apply to Constitution (Cyfansoddiad) checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution (Cyfansoddiad) check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution (Cyfansoddiad) check when you try to accomplish tasks like the following:
- Hold your breath
- March or labor for hours without rest
- Go without sleep
- Survive without food or water
- Quaff an entire stein of ale in one go
Mae eich addasydd Cyfansoddiad yn cyfrannu at eich pwyntiau heini. Fel arfer, rydych chi’n ychwanegu addasydd eich Cyfansoddiad at bob Dis Heini y byddwch chi’n ei rolio ar gyfer eich pwyntiau heini.
Os bydd addasydd eich Cyfansoddiad yn newid, bydd uchafswm eich heini presenol (HP) yn newid hefyd, fel pe bai gennych yr addasydd newydd o’r lefel 1af. Er enghraifft, os byddwch yn codi eich sgôr Cyfansoddiad pan fyddwch yn cyrraedd y 4ydd lefel a bod addasydd eich Cyfansoddiad yn cynyddu o +1 i +2, byddwch yn addasu uchafswm eich pwyntiau heini fel petai’r addasydd wedi bod yn +2 erioed. Felly rydych chi’n ychwanegu 3 phwynt hieni ar gyfer eich tair lefel gyntaf, ac yna’n rholio’ch pwyntiau taro ar gyfer y 4ydd lefel gan ddefnyddio’ch addasydd newydd. Neu os ydych yn 7fed lefel a bod rhywfaint o effaith yn gostwng sgôr eich Cyfansoddiad er mwyn lleihau eich addasydd Cyfansoddiad gan 1, mae uchafswm eich pwyntiau heini yn cael ei ostwng gan 7.
Your Constitution (Cyfansoddiad) modifier contributes to your hit points. Typically, you add your Constitution (Cyfansoddiad) modifier to each Hit Die you roll for your hit points.
If your Constitution (Cyfansoddiad) modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution (Cyfansoddiad) score when you reach 4th level and your Constitution (Cyfansoddiad) modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution (Cyfansoddiad) score so as to reduce your Constitution (Cyfansoddiad) modifier by 1, your hit point maximum is reduced by 7.
Mae Deallusrwydd yn mesur craffter meddwl, cywirdeb cofio, a’r gallu i resymu.
Intelligence (Deallusrwydd) measures mental acuity, accuracy of recall, and the ability to reason.
Mae cais Deallusrwydd yn cael ei defnyddio pan fydd angen i chi defnyddio resymeg, addysg, cof, neu resymu diddwythol. Mae sgiliau Hud a Lledrith, Hanes, Ymchwilio, Natur, a Chrefydd yn adlewyrchu dawn mewn rhai mathau o wiriadau Deallusrwydd.
An Intelligence (Deallusrwydd) check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana (Hud a Lledrith), History (Hanes), Investigation (Ymchwilio), Nature (Natur), and Religion (Crefydd) skills reflect aptitude in certain kinds of Intelligence (Deallusrwydd) checks.
Hud a Lledrith. Mae cais Deallusrwydd (Hud a Lledrith) yn mesur eich gallu i ddwyn i gof chwedlau am swynion, eitemau hud, symbolau Annwnol, traddodiadau hudolus, plânau bodolaeth, a thrigolion y plânau hynny.
Arcana (Hud a Lledrith). Your Intelligence (Deallusrwydd) (Arcana (Hud a Lledrith)) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Hanes. Mae eich gwiriad Deallusrwydd (Hanes) yn mesur eich gallu i ddwyn i gof chwedlau am ddigwyddiadau hanesyddol, pobl chwedlonol, teyrnasoedd hynafol, anghytundebau’r gorffennol, rhyfeloedd diweddar, a diwillyannau coll.
History (Hanes). Your Intelligence (Deallusrwydd) (History (Hanes)) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Ymchwilio. Pan fyddwch chi’n edrych o gwmpas am gliwiau ac yn gwneud didyniadau yn seiliedig ar y cliwiau hynny, rydych chi’n gwneud gwiriad Deallusrwydd (Ymchwilio). Gallech ddiddwytho lleoliad gwrthrych cudd, dirnad o olwg clwyf pa fath o arf oedd yn ei drin, neu benderfynu ar y pwynt gwannaf mewn twnnel a allai achosi iddo gwympo. Mae’n bosibl y bydd angen gwiriad Deallusrwydd (Ymchwilio) wrth bori trwy sgroliau hynafol i chwilio am ddarn cudd o wybodaeth.
Investigation (Ymchwilio). When you look around for clues and make deductions based on those clues, you make an Intelligence (Deallusrwydd) (Investigation (Ymchwilio)) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Deallusrwydd) (Investigation (Ymchwilio)) check.
Natur. Mae eich cais Deallusrwydd (Natur) yn mesur eich gallu i ddwyn i gof chwedlau am dir, planhigion ac anifeiliaid, y tywydd, a chylchoedd naturiol.
Nature (Natur). Your Intelligence (Deallusrwydd) (Nature (Natur)) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Crefydd. Mae cais Deallusrwydd (Crefydd) yn mesur eich gallu i ddwyn i gof chwedlau am dduwiau, defodau a gweddïau, hierarchaethau crefyddol, symbolau sanctaidd, ac arferion cyltiau cyfrinachol.
Religion (Crefydd). Your Intelligence (Deallusrwydd) (Religion (Crefydd)) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Ceisiadau Deallusrwydd arall. Efallai y bydd y DM yn galw am cais Deallusrwydd pan fyddwch chi’n ceisio cyflawni tasgau fel y canlynol:
Other Intelligence (Deallusrwydd) Checks. The GM might call for an Intelligence (Deallusrwydd) check when you try to accomplish tasks like the following:
- Communicate with a creature without using words
- Estimate the value of a precious item
- Pull together a disguise to pass as a city guard
- Forge a document
- Recall lore about a craft or trade
- Win a game of skill
Wizards use Intelligence (Deallusrwydd) as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Wisdom (Doethder) reflects how attuned you are to the world around you and represents perceptiveness and intuition.
A Wisdom (Doethder) check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling (Trin Anifeiliaid), Insight (Mewnwelediad), Medicine (Meddygaeth), Perception (Canfyddiad), and Survival (Goroesi) skills reflect aptitude in certain kinds of Wisdom (Doethder) checks.
Animal Handling (Trin Anifeiliaid). When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Doethder) (Animal Handling (Trin Anifeiliaid)) check. You also make a Wisdom (Doethder) (Animal Handling (Trin Anifeiliaid)) check to control your mount when you attempt a risky maneuver.
Insight (Mewnwelediad). Your Wisdom (Doethder) (Insight (Mewnwelediad)) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine (Meddygaeth). A Wisdom (Doethder) (Medicine (Meddygaeth)) check lets you try to stabilize a dying companion or diagnose an illness.
Perception (Canfyddiad). Your Wisdom (Doethder) (Perception (Canfyddiad)) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Survival (Goroesi). The GM might ask you to make a Wisdom (Doethder) (Survival (Goroesi)) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Other Wisdom (Doethder) Checks. The GM might call for a Wisdom (Doethder) check when you try to accomplish tasks like the following:
Mae clerigwyr, derwyddon a cheidwaid yn defnyddio Doethder fel eu gallu i llunio swynau, sy’n helpu i penderfynu DC cais arbed swynion.
Clerics, druids, and rangers use Wisdom (Doethder) as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Mae Presenoldeb yn mesur eich gallu i ryngweithio’n effeithiol ag eraill. Mae’n cynnwys ffactorau fel hyder a cymheniaith, a gall gynrychioli personoliaeth deniadol neu awdurdodol.
Charisma (Presenoldeb) measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Efallai y bydd cais Charisma (Presenoldeb) yn digwydd pan fyddwch chi’n ceisio dylanwadu neu ddiddanu eraill, pan fyddwch chi’n ceisio gwneud argraff neu ddweud celwydd credadwy, neu pan fyddwch chi’n llywio sefyllfa gymdeithasol anodd. Mae sgiliau Twyll, Brawychu, Perfformiad, a Pherswadio yn adlewyrchu dawn mewn rhai mathau o ceisiadau Presenoldeb.
A Charisma (Presenoldeb) check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception (Twyll), Intimidation (Brawychu), Performance (Perfformiad), and Persuasion (Perswadio) skills reflect aptitude in certain kinds of Charisma (Presenoldeb) checks.
Twyll. Mae eich cais Presenoldeb (Twyll) yn pennu a allwch chi guddio’r gwir yn credadwy, naill ai ar lafar neu drwy eich gweithredoedd. Gall y twyll hwn gwmpasu popeth o gamarwain eraill i amwysedd i ddweud celwydd yn llwyr. Mae sefyllfaoedd nodweddiadol yn cynnwys ceisio twyllo gwarchodydd neu masnachydd, ennill arian trwy hapchwarae, smalio bod yn rhywnun arall gyda cuddwisg, diflasu amheuon rhywun gyda sicrwydd ffug, neu gadw wyneb syth wrth ddweud celwydd amlwg.
Deception (Twyll). Your Charisma (Presenoldeb) (Deception (Twyll)) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Bachychu. Pan fyddwch yn ceisio dylanwadu ar rywun trwy fygythiadau amlwg, gweithredoedd gelyniaethus, a thrais corfforol, efallai y bydd y DM yn gofyn i chi wneud gwiriad Presenoldeb (Brawychu). Mae enghreifftiau’n cynnwys ceisio cael gwybodaeth allan o garcharor, darbwyllo lladron stryd i gefnu ar wrthdaro, neu ddefnyddio ymyl potel sydd wedi torri i ddarbwyllo rhywun sy’n snecian i ailystyried penderfyniad.
Intimidation (Brawychu). When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Presenoldeb) (Intimidation (Brawychu)) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Perfformiad (Perfformiad). Mae eich gwiriad Presenoldeb (Perfformiad) yn pennu pa mor dda y gallwch chi adloni cynulleidfa gyda cherddoriaeth, dawns, actio, adrodd straeon, neu ryw fath arall o adloniant.
Performance (Perfformiad). Your Charisma (Presenoldeb) (Performance (Perfformiad)) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Perswadio. Pan fyddwch chi’n ceisio dylanwadu ar rywun neu grŵp o bobl gyda thact, gras cymdeithasol, neu natur dda, efallai y bydd y DM yn gofyn i chi wneud gwiriad Presenoldeb (Perswadio). Fel arfer, rydych chi’n defnyddio perswâd wrth weithredu’n ddidwyll, i feithrin cyfeillgarwch, gwneud ceisiadau cwrtais, neu arddangos moesau priodol. Mae enghreifftiau o berswadio eraill yn cynnwys argyhoeddi siambrlen i adael i’ch parti weld y brenin, trafod heddwch rhwng llwythau rhyfelgar, neu ysbrydoli torf o bobl y dref.
Persuasion (Perswadio). When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Presenoldeb) (Persuasion (Perswadio)) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Ceisiadau Presenoldeb Arall. Efallai y bydd y DM yn galw am cais Presenoldeb pan fyddwch yn ceisio cyflawni tasgau fel y canlynol:
Other Charisma (Presenoldeb) Checks. The GM might call for a Charisma (Presenoldeb) check when you try to accomplish tasks like the following:
- Find the best person to talk to for news, rumors, and gossip
- Blend into a crowd to get the sense of key topics of conversation
Mae beirdd, paladiniaid, dewiniaid ac llochesyddion yn defnyddio Presenoldeb fel eu gallu i llunio swynau, sy’n helpu i bennu’r DC ar gyfer cais achub swynau.
Bards, paladins, sorcerers, and warlocks use Charisma (Presenoldeb) as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Mae cais achub - a elwir hefyd yn arbed - yn cynrychioli ymgais i wrthsefyll swyn, trap, gwenwyn, afiechyd, neu fygythiad tebyg. Nid ydych fel arfer yn penderfynu gwneud cais achub; rydych chi’n cael eich gorfodi i wneud un oherwydd bod eich cymeriad neu’ch anghenfil mewn perygl o niwed.
I wneud tafliad arbed, rholiwch d20 ac ychwanegwch yr addasydd gallu priodol. Er enghraifft, rydych chi’n defnyddio’ch addasydd Chwimder ar gyfer cais achub Chwimder.
Gall cais achub gael ei addasu gan fonws neu gosb sefyllfaol a gall mantais ac anfantais effeithio arno, fel y pennir gan y DM.
Mae pob dosbarth yn rhoi hyfedredd mewn o leiaf ddau cais achub. Mae’r dewin, er enghraifft, yn hyddysg mewn cais achub Deallusrwydd. Yn yr un modd â hyfedredd sgiliau, mae hyfedredd mewn cais achub yn gadael i gymeriad ychwanegu ei fonws hyfedredd at cais achub a wneir gan ddefnyddio sgôr gallu penodol. Mae gan rai bwystfilod hyfedredd cais achub hefyd.
Mae’r Dosbarth Caledrwydd ar gyfer cais achub yn cael ei bennu gan yr effaith sy’n ei achosi. Er enghraifft, mae’r DC ar gyfer cais achub a ganiateir gan swyn yn cael ei bennu gan allu swyno a bonws hyfedredd y swynydd.
Mae canlyniad cais achub llwyddiannus neu fethianol hefyd wedi’i nodi yn yr effaith sy’n gofyn am cais achub. Fel arfer, mae cais achub llwyddiannus yn golygu nad yw creadur yn dioddef unrhyw niwed, neu lai o niwed.
A saving throw-also called a save-represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity (Chwimder) modifier for a Dexterity (Chwimder) saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence (Deallusrwydd) saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.