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Today's topic is making rulings on the fly as a GM--specifically, calling for rolls that aren’t necessarily covered by your system of choice. You don’t need (or want!) a game to give you a mechanic for every little thing. Once you’ve grasped the basic resolution mechanics of a game, you can apply that knowledge to resolve any crazy thing the PCs come up with to try. I’ll use the current incarnation of D&D as an example.
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Check out the shownotes for episode 7 for a list of free D&D 5e resources. Rules ReferencesSaving Throw Abilities: DMG page 238 Abilities, Ability Checks, and Skills: PHB pages 175-179 DCs and Difficulties (PHB 174): 5 - Very Easy 10 - Easy 15 - Medium 20 - Hard 25 - Very Hard 30 - Nearly Impossible
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