Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Doesn't work like that in this game, with Lexicon especially.
Yeah. Well athletics and mobility checks on nat 20 as auto (or greater) success can be explained by a sudden burst of adrenaline, rage and so on.
But i don't know how to explain nat 20 auto success for something like Knowledge Nature if you never in your life had those Nature knowledges or practice e.g :d
It's hard to make some hard medicine , chemisty , explosives without knowing what you'r doing, as i suppose some DC>30 would be,
but luck can always have a place yes :D
This is correct. While many of the Skill Check DCs are set high enough that a natural 1 is likely to fail, it is 100% possible to have a skill that can't fail certain checks. My Trickster-path Skald regularly dunks on Persuasion Checks completely independent of roll result, often passing the check by 10 or more even on a nat 1.
Nat20 only applies to attacks and saving throws really. I think saving throws were taken out of this in 5th edition, but I don't play that junk.
You know what you know !! A Nat 20 and Nat 1 only works on attack rolls !! If you had a Nat 20 on an impossible jump for example (like to the moon) you would succeed if it was possible !!