
Skill Checks
How problematic actions are resolved at the table — rolls, success levels, support, and the way Grayscale handles social negotiation.
Overview
A skill check is made to perform some problematic action that requires skill. There are twenty skills in the game, and each one has a governing statistic.
A skill check is a d20 plus the character's stat modifier (always), proficiency modifier if the skill is trained, and miscellaneous bonuses from other sources.
Characters can attempt non-intellect-based skills they are not proficient in. They still roll a d20 but only add their governing stat modifier — not their proficiency modifier. Intellect-based skills are different; they cannot be attempted untrained.
Key Terms
A few abbreviations recur throughout the system reference. Skim these now — they show up on nearly every class, spell, and monster page.
- GD / GDs
- Graduating Die. A single die whose size grows with the character’s proficiency — d4 at PROF 1, d6 at PROF 2, d8 at PROF 3, d10 at PROF 4, d12 at PROF 5+. Where an effect says “a GD of damage” or “add a GD to the roll,” roll the die appropriate to your current proficiency. GDs means multiple such dice (for example, PROF GDs means a number of graduating dice equal to your proficiency modifier).
- PROF
- Proficiency modifier. A character’s general competence bonus, scaling with level (typically 1–6 across the campaign).
- Arete
- A spellcaster or psionicist’s primary magic statistic modifier — used in attack rolls, save DCs, and damage for most magical effects.
- DC
- Difficulty Class. The target number a roll must meet or exceed to succeed.
Success Levels
When a character attempts a skill check they roll a d20 and add their total modifier, attempting to hit the target difficulty. Several distinct outcomes may apply:
| Result | Outcome |
|---|---|
| Natural 1 | Critical failure. Something bad happens. |
| Meet DC | Success. The action is accomplished. |
| DC + 5 | Critical success. An additional benefit may apply. |
| DC + 10 | Epic success. A substantial benefit may apply. |
Whenever a skill check has the potential for some additional benefit beyond simple success or failure, these levels of success can come into play.
Cross Training
Sometimes the same activity can be performed using different skills. Acrobat and Athlete can both be used to jump. Survival and Nature can both predict weather. Investigation and Diplomacy can both summarize a pub crawl looking for rumors.
When two skills could both perform the same task, it is appropriate to assign different difficulty levels for each if one is more applicable than the other. Toolset training may also be used in place of a skill if the task directly relates to the toolset being used.
Support
A character making a skill check can benefit from the support of someone else with the same skill. The supporting character grants a +2 bonus to the roll.
Teamwork
Sometimes everyone in the party needs to attempt the same skill check. At least half of the characters must succeed for the group to succeed; the pros are assumed to support their less able companions through it.
This applies particularly to athletics, deception, and stealth checks. If half the party can scale the wall, trick the guards, or sneak up on the orcs, everyone can.
Negotiation
When interacting with NPCs, players often negotiate for what they want. The core social skills are:
- Diplomacy
- A combination of persuasion, argument, and negotiation.
- Perform
- Covers different forms of entertainment and inspiring emotion.
- Empathy
- Reading tone and body language to sense emotion or intent.
- Subterfuge
- Lying, tricking people, planting ideas, and impersonation.
- Intimidate
- Inspiring fear or paranoia by various means, usually to gain compliance.
Because roleplaying is a major element of Grayscale Sword & Sorcery, these negotiations should take the form of a conversation. The side effect is that well-spoken players are rewarded with success regardless of their character's charisma score and social skills — and the reverse: characters with high social skill may say ridiculous things and expect statistics to carry them through. This problem plagues every role-playing game; no simple solution exists.
The Storyteller's Method
- 01Establish the ask.
The Storyteller must first establish exactly what the players are trying to persuade their target(s) to do.
- 02Sensible asks need no roll.
No social roll is required if the argument is sensible and benefits the target without serious risk.
- 03Risky or unnecessary asks require a roll.
If the argument requires risk or sacrifice on the target’s part and is unnecessary, a roll must be made regardless of how well-spoken the players are.
- 04Some asks cannot be rolled at all.
A roll cannot be made unless the Storyteller believes the argument has a logical chance of success. If the request is ridiculous or the consequences are too severe, do not allow a roll — regardless of how persuasive the characters are.
- 05Use gradients of success.
Even when a social roll was not high enough to justify what the players wanted, a respectable roll may result in a lesser form of support or compliance instead.