Neverwinter the skills represent a whole range of different abilities. We control them better and better as we go up the level. At each level, a character gains 2, 4, or 8 skill points plus the Intellect modifier adds to that number, and for humans gain 1 additional skill point. At level 1, the character has the right to 4 times this number. These points allow the character to choose new skills or reinforce them.

When acquiring a so called class skill (such as Auditive Perception for a Rogue), each skill point spent increases the Mastery rating by 1 (+1 bonus). If you choose a so called out-of-class skill (such as spell knowledge for a Rogue), you need to spend 2 skill points to increase the degree of mastery by 1. Neverwinter skill roll takes into account the character training (the degree of mastery), but also his innate talent (the characteristic modifier) ??and chance (the die roll). It can also incorporate factors such as the ease of certain races to perform certain tasks (racial bonus) or the additional difficulty of wearing armor (armor penalty), and others.

To make a skill roll, roll 1d20 and add the character skill modifier. This modifier includes its mastery rating, feature modifier, and any other modifier that may apply to the relevant skill (racial bonus, armor penalty, etc.). The higher the total, the more favorable the outcome. A 20 die is not necessarily an automatic hit, nor does a 1 automatically announce a failure (unlike attack rolls).

Some skill rolls are based on a degree of difficulty, or DD. The DD is a specific value representing the difficulty of the task that the character has set. For example, picking the lock of the door of a ruined tower may be accompanied by a DD of 15. To get there, the character will have to get 15 or more on a Lockdown roll, that is, say 1d20 + degree of mastery in Picking + Dexterity modifier + other modifiers.

The use of certain skills is determined using an opposite roll. In this case, the character must beat the result obtained by his opponent. For example, in order not to be noticed by a guard, a rogue must impose on an opposite roll of Silent Displacement against the Hearing Perception of the Guard. The rogue makes a silent roll of movement, while the guard plays the auditory perceptus roll. If the rogue wins, he passes unnoticed; otherwise, he gets spotted. In case of a draw, we play again until a winner is determined.

It is possible to use certain skills even when you have a mastery of 0. All skills, no training required, can be used this way. Outside of combat situations, all skill rolls are performed as if the character was able to do 20. This means that no rolls are made and the result is considered a natural one, to which normal modifiers are added. In combat situations, however, the skill rolls are normally performed.

Sometimes mastering two close skills helps to accomplish tasks related to each of them. In general, a mastery degree of 5 provides a +2 synergy bonus to related skill rolls. Required Training: If yes, note that you have spent Skill Points in order to use it. If not, you can use this skill innately (even if you have not spent any points in it).