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How to use ability checks

From Chapter 1, Players Handbook, from howpage 6 "How to play the game.Play"

  1. The DM describes the situation/environment.Environment
  2. The playersPlayers describe their actions.what they want to do
  3. The DM narrates the result. (Sometimes a die is rolled, and sometimes it is not). of the adventure

AllSometimes dice are rolled between steps 2 and 3.

The environment is already set, as described in your question.
All you have to do is tell your DM what intend to do (step 2). You'll either get "Yes, you make a soothing tea" or the DM will have you roll an ability check with a DC set at a number (I am guessing between 10-15?) and see if your tea is successful. Or

Or, the DM may, for plot reasons not yet revealed to you, narrate that your attempt is a failure and indicate that despite. Despite your best efforts, your party member remains seasick. (YouYou may need to find another cure). This may lead to an adventure, or it may lead to dealing with/bargaining with other NPCs to get your hands on a medicine or cure for seasickness.

There is no single, "right" answer to this.

Would I require an ability check?

I am not your DM, but situations similar to this arise in the games that I do DM. I'd probably not call for a roll, or I'd call for a roll with a DC of 10 if the severity of the seasickness is brought on by something in-game.

  • Work with your DM.

  • Also, familiarize yourself with Chapter 7 of the Players Hand Book (or the Basic Rules, Chapter 7). A good explanation of how ability checks work is in there.

How to use ability checks

From Chapter 1, Players Handbook, from how to play the game.

  1. The DM describes the situation/environment.
  2. The players describe their actions.
  3. The DM narrates the result. (Sometimes a die is rolled, and sometimes it is not).

All you have to do is tell your DM what intend to do (step 2). You'll either get "Yes, you make a soothing tea" or the DM will have you roll an ability check with a DC set at a number (I am guessing between 10-15?) and see if your tea is successful. Or, the DM may, for plot reasons not yet revealed to you, narrate that your attempt is a failure and indicate that despite your best efforts, your party member remains seasick. (You may need to find another cure).

There is no single, "right" answer to this.

Would I require an ability check?

I am not your DM, but situations similar to this arise in the games that I do DM. I'd probably not call for a roll, or I'd call for a roll with a DC of 10 if the severity of the seasickness is brought on by something in-game.

  • Work with your DM.

  • Also, familiarize yourself with Chapter 7 of the Players Hand Book (or the Basic Rules, Chapter 7). A good explanation of how ability checks work is in there.

How to use ability checks

From Chapter 1, Players Handbook, page 6 "How to Play"

  1. The DM describes the Environment
  2. The Players describe what they want to do
  3. The DM narrates the result of the adventure

Sometimes dice are rolled between steps 2 and 3.

The environment is already set, as described in your question.
All you have to do is tell your DM what intend to do (step 2). You'll either get "Yes, you make a soothing tea" or the DM will have you roll an ability check with a DC set at a number (I am guessing between 10-15?) and see if your tea is successful.

Or, the DM may, for plot reasons not yet revealed to you, narrate that your attempt is a failure. Despite your best efforts, your party member remains seasick. You may need to find another cure. This may lead to an adventure, or it may lead to dealing with/bargaining with other NPCs to get your hands on a medicine or cure for seasickness.

There is no single, "right" answer to this.

Would I require an ability check?

I am not your DM, but situations similar to this arise in the games that I do DM. I'd probably not call for a roll, or I'd call for a roll with a DC of 10 if the severity of the seasickness is brought on by something in-game.

  • Work with your DM.

  • Also, familiarize yourself with Chapter 7 of the Players Hand Book (or the Basic Rules, Chapter 7). A good explanation of how ability checks work is in there.

Source Link
KorvinStarmast
  • 143.9k
  • 35
  • 475
  • 764

How to use ability checks

From Chapter 1, Players Handbook, from how to play the game.

  1. The DM describes the situation/environment.
  2. The players describe their actions.
  3. The DM narrates the result. (Sometimes a die is rolled, and sometimes it is not).

All you have to do is tell your DM what intend to do (step 2). You'll either get "Yes, you make a soothing tea" or the DM will have you roll an ability check with a DC set at a number (I am guessing between 10-15?) and see if your tea is successful. Or, the DM may, for plot reasons not yet revealed to you, narrate that your attempt is a failure and indicate that despite your best efforts, your party member remains seasick. (You may need to find another cure).

There is no single, "right" answer to this.

Would I require an ability check?

I am not your DM, but situations similar to this arise in the games that I do DM. I'd probably not call for a roll, or I'd call for a roll with a DC of 10 if the severity of the seasickness is brought on by something in-game.

  • Work with your DM.

  • Also, familiarize yourself with Chapter 7 of the Players Hand Book (or the Basic Rules, Chapter 7). A good explanation of how ability checks work is in there.