GM rolling skills question


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

On which skill applications does the game specifically say the GM is supposed to roll for the players? I am trying to set up a GM cheat sheet for my GM with all the pertinent character stats, and I'd like to know what should go on there.

So far I have the character's armor class (flat-footed and touch too), their saves, their CMD, hit points, and the following skills: appraise, bluff, disable device, disguise, linguistics, perception, and sense motive.

Are there any I am missing?

What other things might be useful on a GM cheat sheet?


Ravingdork wrote:

On which skill applications does the game specifically say the GM is supposed to roll for the players? I am trying to set up a GM cheat sheet for my GM with all the pertinent character stats, and I'd like to know what should go on there.

So far I have the character's armor class (flat-footed and touch too), their saves, their CMD, hit points, and the following skills: appraise, bluff, disable device, disguise, linguistics, perception, and sense motive.

Are there any I am missing?

What other things might be useful on a GM cheat sheet?

Your concentration check bonus (if any) is a good thing for the GM to know.

I believe you have covered the rest that the GM should need to know - although Knowledge skill bonuses are always a good thing to include, since it can let the GM know what you know about a critter off the cuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Turin the Mad wrote:
Ravingdork wrote:

On which skill applications does the game specifically say the GM is supposed to roll for the players? I am trying to set up a GM cheat sheet for my GM with all the pertinent character stats, and I'd like to know what should go on there.

So far I have the character's armor class (flat-footed and touch too), their saves, their CMD, hit points, and the following skills: appraise, bluff, disable device, disguise, linguistics, perception, and sense motive.

Are there any I am missing?

What other things might be useful on a GM cheat sheet?

Your concentration check bonus (if any) is a good thing for the GM to know.

I believe you have covered the rest that the GM should need to know - although Knowledge skill bonuses are always a good thing to include, since it can let the GM know what you know about a critter off the cuff.

I didn't think about knowledge skills, that's a good idea. Why would the GM need Concentration though? Isn't that something the player's typically handle?


Ravingdork wrote:

On which skill applications does the game specifically say the GM is supposed to roll for the players? I am trying to set up a GM cheat sheet for my GM with all the pertinent character stats, and I'd like to know what should go on there.

So far I have the character's armor class (flat-footed and touch too), their saves, their CMD, hit points, and the following skills: appraise, bluff, disable device, disguise, linguistics, perception, and sense motive.

Are there any I am missing?

What other things might be useful on a GM cheat sheet?

Always good to keep ability scores handy. The first reason that comes to mind is that there might be a situation in which no other number really seems to apply, and you just make an ability check. I'm sure you can think of other reasons for keeping fundamental character attributes handy at all times.


I like to also note really important magic items and/or class abilities that I might need to take note of during play.


I'm not aware that the book actually suggests/requires the DM to roll any of a character's skills. It's something the vast majority of groups I've been in do though.

I normally like to know all of a character's skills, abilities, AC, saves, languages, primary equipment (what are you likely to have on you unless other wise stated), a physical description, and sentence or two of really important background (don't forget Zapo the wizard is a wanted criminal in the next kingdom over). Granted, none of my players do this...but it would be nice...

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I've never rolled one of these for a player, but I've noted most of the above down (good list, thanks!) and just asked the players for a d20 roll when I need it without telling them what for. Or, this is where a list of 10 pre-rolled d20s for each player comes in REALLY handy. Just go down the list in order whenever you need a secret roll. The players still did the rolling, but don't get any hint as to when it's being used or what for.


Ravingdork wrote:
So far I have the character's armor class (flat-footed and touch too), their saves, their CMD, hit points, and the following skills: appraise, bluff, disable device, disguise, linguistics, perception, and sense motive.

I'd also include stealth.


Ravingdork wrote:
...I am trying to set up a GM cheat sheet for my GM with all the pertinent character stats...

Say, Ravingdork, were you able to finish this GM cheat sheet?, it sounds like an awesome idea. I'd love to have a template if you don't mind sharing.

Cheers!


A GM could technically make all the rolls if he wanted to.
I once had a DM that tried something strange, before the game started one night, he rolled a d20 one-hundred times and wrote all the results in order on a white board he had on the wall. Those were the order for all the d20 rolls for the game that night. So, we literally could see and plan who would sacrifice a roll so the next person's roll would be a high number. It was the strangest dynamic to try and time it out, who would take the next number for initiative, coordinate our turns with insight on the die roll, hoping the monsters' wouldn't snake a high numbers.

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