Attempting Ability Checks and Skill Checks
In DnD Adventure Club encounters, all Ability Checks are
written like this:
ABILITY (Skill) of # or higher
When you ask a player to attempt a “CHARISMA (Persuasion) check of 12 or higher”, the player will first roll a d20.
Next, they add their bonus. Check their character sheet to see if they have the appropriate skill, in this case Persuasion. If they have the Persuasion Skill, add that bonus to the total of the d20. If they don’t have the specific skill called for in the text, they should default to the Ability Bonus, in this case CHARISMA, and add that bonus instead.
The player adds the appropriate bonus to the d20, and if the total is equal to or higher than the difficulty number, the check succeeds. If it is lower, the check fails.