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Dexterity Check

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Manage episode 336191429 series 3320473
Content provided by K.O. Myers. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by K.O. Myers or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
This time on Roll Factory, we're looking at Dexterity. It’s the ability you'll rely on for sick flips, sneaky stabs, and long-distance arrow delivery.
Dexterity represents physical agility. It's the modifier for the skills Acrobatics, Sleight of Hand, and Stealth. It encompasses overall nimbleness, hand-eye coordination, and how deft your character is with however many hands they have.
Dexterity helps you hit with weapons that require skill rather than power. Aiming a bow, throwing a dagger, and stabbing with a rapier all use dexterity as a modifier for attack and damage rolls.
Your DM can call for a DEX check whenever you try to move silently, make an unobserved motion, or manipulate a small object. Tying a knot, disarming a tripwire, or steering a speeding cart through a narrow tunnel could all trigger a DEX check.
Next time on Roll Factory we’ll continue our tour of the ability scores with Constitution.
For our past adventures, or to join the campaign, search and subscribe to Roll Factory wherever you get podcasts.
If you enjoyed this episode, please help us grow our audience. Tell a friend, rate and review us on Apple Podcasts, or tag the show in a post: we’re on social at RPGRollFactory, and our website is rpgrollfactory.com.
Send your questions, concerns, corrections, disputations, guest suggestions, and errant crossbow bolts by email to rollfactory@particulatemedia.com.
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12 episodes

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Dexterity Check

Roll Factory

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Manage episode 336191429 series 3320473
Content provided by K.O. Myers. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by K.O. Myers or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
This time on Roll Factory, we're looking at Dexterity. It’s the ability you'll rely on for sick flips, sneaky stabs, and long-distance arrow delivery.
Dexterity represents physical agility. It's the modifier for the skills Acrobatics, Sleight of Hand, and Stealth. It encompasses overall nimbleness, hand-eye coordination, and how deft your character is with however many hands they have.
Dexterity helps you hit with weapons that require skill rather than power. Aiming a bow, throwing a dagger, and stabbing with a rapier all use dexterity as a modifier for attack and damage rolls.
Your DM can call for a DEX check whenever you try to move silently, make an unobserved motion, or manipulate a small object. Tying a knot, disarming a tripwire, or steering a speeding cart through a narrow tunnel could all trigger a DEX check.
Next time on Roll Factory we’ll continue our tour of the ability scores with Constitution.
For our past adventures, or to join the campaign, search and subscribe to Roll Factory wherever you get podcasts.
If you enjoyed this episode, please help us grow our audience. Tell a friend, rate and review us on Apple Podcasts, or tag the show in a post: we’re on social at RPGRollFactory, and our website is rpgrollfactory.com.
Send your questions, concerns, corrections, disputations, guest suggestions, and errant crossbow bolts by email to rollfactory@particulatemedia.com.
SOCIAL LINKS
  continue reading

12 episodes

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