Task Resolution
Task resolution in System 5 determines the outcome when characters attempt actions with uncertain results. The core mechanic involves rolling a d20 and adding relevant modifiers.
The d20 Roll
When you attempt an action with a chance of failure, the DM may call for:
- Ability Check: Testing a character's innate capabilities
- Saving Throw: Resisting harmful effects
- Attack Roll: Attempting to harm a target
Basic Formula
d20 + Ability Modifier + Proficiency Bonus (if applicable) + Other Modifiers β₯ Target Number
Ability Checks
Ability checks test a character's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character attempts an action with a chance of failure.
The Six Abilities
- Strength: Physical power, athletics, melee attacks
- Dexterity: Agility, reflexes, ranged attacks, stealth
- Constitution: Health, stamina, endurance
- Intelligence: Reasoning, memory, knowledge
- Wisdom: Awareness, insight, perception
- Charisma: Force of personality, leadership, deception
Skills
Skills represent specific aspects of an ability score. If you're proficient in a skill, you add your proficiency bonus to ability checks using that skill.
Difficulty Class (DC)
The DM sets a DC based on task difficulty:
- Very Easy: DC 5
- Easy: DC 10
- Medium: DC 15
- Hard: DC 20
- Very Hard: DC 25
- Nearly Impossible: DC 30
Saving Throws
Saving throws represent attempts to resist spells, traps, poison, diseases, and similar threats. You don't choose to make a saving throwβyou're forced to make one because your character is at risk of harm.
Types of Saves
- Strength: Resist being physically moved or restrained
- Dexterity: Dodge out of harm's way
- Constitution: Endure disease, poison, or similar effects
- Intelligence: Resist mental manipulation based on logic
- Wisdom: Resist effects that charm, frighten, or otherwise assault the mind
- Charisma: Resist effects that would banish you or assault your identity
Proficiency in Saves
Each class grants proficiency in two saving throws. When making a saving throw you're proficient in, add your proficiency bonus.
Advantage and Disadvantage
Sometimes circumstances grant advantage or impose disadvantage on rolls:
- Advantage: Roll two d20s and use the higher result
- Disadvantage: Roll two d20s and use the lower result
If multiple effects would grant advantage or disadvantage, you still only roll two dice. Advantage and disadvantage cancel each other out, regardless of how many sources of each you have.
Critical Success and Failure
- Natural 20: On an attack roll, a natural 20 is a critical hit (roll damage dice twice). On ability checks and saves (in some rules), it's an automatic success.
- Natural 1: On an attack roll, a natural 1 automatically misses. On ability checks and saves (in some rules), it's an automatic failure.
Passive Checks
A passive check is a special kind of ability check that doesn't involve rolling. It represents the average result for a task done repeatedly.
Passive Check = 10 + All Modifiers That Normally Apply
The most common passive check is passive Wisdom (Perception), used to notice hidden creatures or objects without actively searching.
Group Checks
When a number of individuals try to accomplish something as a group, the DM might call for a group check. Everyone makes the check, and if at least half the group succeeds, the whole group succeeds.
Contests
A contest occurs when one character's efforts directly oppose another's. Both participants make ability checks, and the higher result wins.
Working Together
Sometimes two or more characters work together. The character leading the effort makes the ability check with advantage, representing the help provided by the other characters.