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CHAPTER 6
Books
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Tales of the Valiant Players Guide
Table of Contents
Rolling the Dice
MAKING CHECKS
ABILITY MODIFIERS
PROFICIENCY BONUS
DETERMINING SUCCESS OR FAILURE
DETERMINING DC
WHICH ABILITY MODIFIER?
STRENGTH (STR)
DEXTERITY (DEX)
CONSTITUTION (CON)
INTELLIGENCE (INT)
WISDOM (WIS)
CHARISMA (CHA)
LUCK
GAINING LUCK
LOSING LUCK
SPENDING LUCK
THE THREE TYPES OF CHECKS
ATTACK ROLLS
SAVES
ABILITY CHECKS
ADVANTAGE AND DISADVANTAGE
SKILL DESCRIPTIONS
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
Adventuring
TRACKING TIME
MOVEMENT
SPEED
BURROWING
CLIMBING
FLYING
SWIMMING
SPECIAL MOVEMENT RULES
CLIMBING
CRAWLING
JUMPING
SWIMMING
DIFFICULT TERRAIN
FORCED MOVEMENT
FALLING
PULLING AND PUSHING
TRAVELING
TRAVEL PACE
INTERACTING WITH CREATURES
ROLEPLAYING
INTERACTING WITH ITEMS
TYPES OF ITEMS
ITEMS
EQUIPMENT
OBJECTS
STRUCTURES
VEHICLES
LIFTING AND CARRYING
SENSES
VISION AND OBSCURED AREAS
LIGHT
SPECIAL SENSES
DARKVISION
KEENSENSE
TREMORSENSE
TRUESIGHT
Planes of Existence
THE MATERIAL PLANE
TRANSITIVE PLANES
OTHER PLANES
WHAT ARE DEMIPLANES?
TRAVEL BETWEEN PLANES
Life and Death
HIT POINTS
TEMPORARY HIT POINTS
DAMAGE
DAMAGE TYPES
DAMAGE RESISTANCE AND VULNERABILITY
HEALING
HIT DICE
RESTING
DROPPING TO 0 HIT POINTS
DEATH
DYING
STABLE
MONSTERS AND DEATH
OTHER FORMS OF HARM
CONDITIONS
CURSES
DISEASES
FORCED TRANSFORMATION AND CONSENT
DREAD
POISONS
STARVATION AND DEHYDRATION
WHEN TO TRACK FOOD AND WATER?
SUFFOCATING
HOLDING YOUR BREATH AND INHALED EFFECTS
Encounter Gameplay
WHAT DEFINES AN ENCOUNTER?
INITIATIVE
ROUNDS AND TURNS
DETERMINING INITIATIVE ORDER
EXPLORATION ENCOUNTERS
DUNGEONS
WILDERNESS SURVIVAL
HAZARDS
EXTREME COLD
EXTREME HEAT
GALE WINDS
TORRENTIAL PRECIPITATION
TRAPS
TRAP TYPES
DETECTING TRAPS
DISARM TRAPS
SOCIAL ENCOUNTERS
SETTLEMENTS
ATTITUDE
COMBAT ENCOUNTERS
COMBAT STEPS
Creature Size
COMBAT STEPS cont.
MOVEMENT IN COMBAT
BREAKING UP YOUR MOVE
MOVING BETWEEN ATTACKS
USING DIFFERENT SPEEDS
DIFFICULT TERRAIN
FALLING PRONE AND STANDING UP
MOVING AROUND OTHER CREATURES
OPPORTUNITY ATTACKS
ACTIONS IN COMBAT
ATTACK
CAST A SPELL
DASH
DISENGAGE
DODGE
HELP
HIDE
READY
SEARCH
USE AN OBJECT
MAKING AN ATTACK
1. DECLARE ATTACK TYPE & TARGET
2. DETERMINE MODIFIERS
3. MAKE AN ATTACK ROLL
4. RESOLVE THE ATTACK
MELEE ATTACKS
REACH
MELEE WEAPON ATTACKS
Unarmed Strikes
MELEE SPELL ATTACKS
SPECIAL MELEE ATTACKS
Grappling
Shoving
Two-Weapon Fighting
Weapon Options
RANGED ATTACKS
RANGE
Long Range
Close Range
RANGED WEAPON ATTACKS
RANGED SPELL ATTACKS
WEAPON OPTIONS
DEATH AND DYING
SPECIAL COMBAT RULES
MOUNTED COMBAT
Mounting and Dismounting
Controlling a Mount
UNDERWATER COMBAT
Between Adventures
DOWNTIME ACTIVITIES
TIME
COST
RESOLUTION
ACTIVITY DESCRIPTIONS
CAROUSING
USING CONTACTS AND FAVORS
CRAFTING
RESEARCHING
USING CLUES
TRAINING
WORKING
Rolling the Dice
MAKING CHECKS
ABILITY MODIFIERS
PROFICIENCY BONUS
DETERMINING SUCCESS OR FAILURE
DETERMINING DC
WHICH ABILITY MODIFIER?
STRENGTH (STR)
DEXTERITY (DEX)
CONSTITUTION (CON)
INTELLIGENCE (INT)
WISDOM (WIS)
CHARISMA (CHA)
LUCK
GAINING LUCK
LOSING LUCK
SPENDING LUCK
THE THREE TYPES OF CHECKS
ATTACK ROLLS
SAVES
ABILITY CHECKS
ADVANTAGE AND DISADVANTAGE
SKILL DESCRIPTIONS
ACROBATICS
ANIMAL HANDLING
ARCANA
ATHLETICS
DECEPTION
HISTORY
INSIGHT
INTIMIDATION
INVESTIGATION
MEDICINE
NATURE
PERCEPTION
PERFORMANCE
PERSUASION
RELIGION
SLEIGHT OF HAND
STEALTH
SURVIVAL
Adventuring
TRACKING TIME
MOVEMENT
SPEED
BURROWING
CLIMBING
FLYING
SWIMMING
SPECIAL MOVEMENT RULES
CLIMBING
CRAWLING
JUMPING
SWIMMING
DIFFICULT TERRAIN
FORCED MOVEMENT
FALLING
PULLING AND PUSHING
TRAVELING
TRAVEL PACE
INTERACTING WITH CREATURES
ROLEPLAYING
INTERACTING WITH ITEMS
TYPES OF ITEMS
ITEMS
EQUIPMENT
OBJECTS
STRUCTURES
VEHICLES
LIFTING AND CARRYING
SENSES
VISION AND OBSCURED AREAS
LIGHT
SPECIAL SENSES
DARKVISION
KEENSENSE
TREMORSENSE
TRUESIGHT
Planes of Existence
THE MATERIAL PLANE
TRANSITIVE PLANES
OTHER PLANES
WHAT ARE DEMIPLANES?
TRAVEL BETWEEN PLANES
Life and Death
HIT POINTS
TEMPORARY HIT POINTS
DAMAGE
DAMAGE TYPES
DAMAGE RESISTANCE AND VULNERABILITY
HEALING
HIT DICE
RESTING
DROPPING TO 0 HIT POINTS
DEATH
DYING
STABLE
MONSTERS AND DEATH
OTHER FORMS OF HARM
CONDITIONS
CURSES
DISEASES
FORCED TRANSFORMATION AND CONSENT
DREAD
POISONS
STARVATION AND DEHYDRATION
WHEN TO TRACK FOOD AND WATER?
SUFFOCATING
HOLDING YOUR BREATH AND INHALED EFFECTS
Encounter Gameplay
WHAT DEFINES AN ENCOUNTER?
INITIATIVE
ROUNDS AND TURNS
DETERMINING INITIATIVE ORDER
EXPLORATION ENCOUNTERS
DUNGEONS
WILDERNESS SURVIVAL
HAZARDS
EXTREME COLD
EXTREME HEAT
GALE WINDS
TORRENTIAL PRECIPITATION
TRAPS
TRAP TYPES
DETECTING TRAPS
DISARM TRAPS
SOCIAL ENCOUNTERS
SETTLEMENTS
ATTITUDE
COMBAT ENCOUNTERS
COMBAT STEPS
Creature Size
COMBAT STEPS cont.
MOVEMENT IN COMBAT
BREAKING UP YOUR MOVE
MOVING BETWEEN ATTACKS
USING DIFFERENT SPEEDS
DIFFICULT TERRAIN
FALLING PRONE AND STANDING UP
MOVING AROUND OTHER CREATURES
OPPORTUNITY ATTACKS
ACTIONS IN COMBAT
ATTACK
CAST A SPELL
DASH
DISENGAGE
DODGE
HELP
HIDE
READY
SEARCH
USE AN OBJECT
MAKING AN ATTACK
1. DECLARE ATTACK TYPE & TARGET
2. DETERMINE MODIFIERS
3. MAKE AN ATTACK ROLL
4. RESOLVE THE ATTACK
MELEE ATTACKS
REACH
MELEE WEAPON ATTACKS
Unarmed Strikes
MELEE SPELL ATTACKS
SPECIAL MELEE ATTACKS
Grappling
Shoving
Two-Weapon Fighting
Weapon Options
RANGED ATTACKS
RANGE
Long Range
Close Range
RANGED WEAPON ATTACKS
RANGED SPELL ATTACKS
WEAPON OPTIONS
DEATH AND DYING
SPECIAL COMBAT RULES
MOUNTED COMBAT
Mounting and Dismounting
Controlling a Mount
UNDERWATER COMBAT
Between Adventures
DOWNTIME ACTIVITIES
TIME
COST
RESOLUTION
ACTIVITY DESCRIPTIONS
CAROUSING
USING CONTACTS AND FAVORS
CRAFTING
RESEARCHING
USING CLUES
TRAINING
WORKING
visibility
Public
Last updated 4 months ago by
Lorik Mahan
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