Opposing Monster Skill checks

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Opposing Monster Skill checks

Post by Dorian » Sat Nov 24, 2018 8:41 pm


Page 67 talks about opposed skill checks. An example is given where an orc is holding a door shut while a player character attempts to knock it down. In this case both are to perform a skill check based on strength.
Though not really clarified in the rules I take this to mean rolling a d20 and adding the strength modifier? Is that right?

However, an orc, being a monster, does not have a strength modifier. What value are you supposed to add to the role if not the strength modifier?

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Re: Opposing Monster Skill checks

Post by Raven_Crowking » Wed Nov 28, 2018 5:40 am

Make a reasonable estimate and, literally, roll with it.

Normal orc, probably +0.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

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Re: Opposing Monster Skill checks

Post by DeathKnight4044 » Thu Dec 06, 2018 8:57 pm

Id recommend using the Fortitude/Reflex/Will saving throws instead of an attribute check in most cases. The standard old school modifiers of 13(+1)/16(+2)/18(+3) give a relatively tiny advantage for high stats when youre using a d20 with a DC target number.

IMO a 6th level warrior with 18 strength holding a door against a 1HD orc with 10 strength should have a much better advantage than just +3.

I do this for pretty much all attribute checks that are adventuring related. Walking along a narrow beam or rolling under a swinging axe will use a reflex save (instead of just a Dex check). Holding open a portcullis or swimming against a rushing river will be a fortitude check (instead of just a strength check). Checking for an illusion or other knowledge based skill checks use willpower (instead of just intelligence). This makes the characters level of experience relevant, since the saving throw bonuses increase with level, and leaves less up to chance because your bonuses can exceed +3.

The only time I dont put skill checks into a category of Fort/Ref/Will are tasks that have nothing to do with character level or adventuring, such as blacksmithing or carpentry. Ill just use a regular attribute check with a low DC for mundane tasks (or may not even require a roll at all).

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Re: Opposing Monster Skill checks

Post by GnomeBoy » Sat Dec 15, 2018 9:11 pm

I sometimes roll 3d6 on the spot to determine a monster or NPC ability score, adjusted as seems appropriate (if something is described as being really fast, I might give them 2d6+6 Agility or even 2d6+10 or something...).
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters


Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
Dejah, Ropemaker, C • AC 10, 2 hp • R0, F1, W-1 • S8 A12 S15 P7 I11 L7

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