D20 Tests

When the outcome of something is in doubt, you make a D20 Test: roll a twenty-sided die, add every modifier that applies, and compare the total to a target number. Meet the target or beat it and you succeed.

There are exactly three of them, and the difference is only ever who started it and what you are aiming at.

TestYou make it whenYou are trying to beat
Ability checkYou attempt something uncertainA Difficulty Class the DM sets
Saving throwSomething is done to you and you resistA DC set by whatever is doing it
Attack rollYou try to hit somethingThe target's Armor Class

This matters more than it looks. Anything in the game that says it affects "D20 Tests" affects all three at once — so a feature that gives you a bonus to D20 Tests is helping you hit, resist and attempt, not just one of them.

Difficulty

For a check or a save, the DM picks a Difficulty Class — the number to reach. The scale runs in steps of five:

DCHow hard
5Very easy
10Easy
15Medium
20Hard
25Very hard
30Nearly impossible

For an attack, nobody picks anything: the target number is the target's Armor Class, which is a property of the creature rather than a judgement call.

Advantage and disadvantage

When circumstances are strongly in your favour you roll with Advantage: roll two d20s and use the higher. Against you, it is Disadvantage — two d20s, use the lower.

Two rules keep this from spiralling. They do not stack: three sources of advantage are still just two dice. And they cancel out entirely — if you have both, from however many sources, you roll one die as normal. Counting up how many of each you have is never necessary; you only ever ask whether you have any of each.

Rerolling

Heroic Inspiration lets you reroll the die outright. You must use the new roll, so spending it on a 9 is a real gamble rather than a free upgrade.

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