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SRD Skills as World Operators
How each D&D 5e SRD skill maps to a defined effect on the world — the practical application of the operator lens to the skill catalog every TTRPG player already knows.
Gameplay as Graph Mutation describes the design lens: every meaningful action resolves to a defined effect on the world. This page applies that lens to the SRD skill catalog — what shape of effect each skill produces, and which target types it operates on.
The four shapes are the same as in the operator-lens page: reads project a typed slice of the world back to the player, soft writes apply session-bounded overlays, hard writes commit durable changes, and concealments temporarily hide otherwise-visible facts.
The same skill against different target types is a different operator — Arcana on an NPC reveals different information than Arcana on a location. The parser dispatches on the (skill, target) pair.
Reads
Reads are the bulk of the skill catalog. They constrain what the LLM is allowed to surface to one shape: a typed projection of what's actually true.
| Skill | What it reveals |
|---|---|
| Insight | NPC attitudes — toward the party, toward other NPCs, toward factions in scope. Against a hostile NPC, also surfaces faction allegiances the NPC would otherwise conceal. |
| Investigation | Physical evidence at a location — what happened here, and what the residue says about who was involved. |
| Perception | Hidden things at a location: items that aren't on display, exits that aren't obvious. |
| Survival | The shape of the area — paths, hidden routes, who or what might be passing through. |
| Medicine | An NPC's physical state — wounds, conditions, hidden afflictions. |
| Arcana (NPC) | Active magic effects on a creature. |
| Arcana (item) | Magical properties of an item. |
| Arcana (location) | Active magic effects on an area. |
| Nature (beast) | The creature's full statistics. |
| Nature (location) | The terrain — what's traversable, what's resource, what's hazard. |
| History | What the recorded lore says about a person, place, event, or item — if a record exists. |
| Religion | Doctrinal context — what a faith would say about this entity. |
Soft writes
Soft writes apply session-bounded shifts that decay at session end. They're how the player nudges the social fabric without making a permanent commitment.
| Skill | Effect |
|---|---|
| Persuasion | Tilts an NPC's disposition toward the party by a bounded amount. |
| Animal Handling | The same effect, but on a beast NPC. |
| Performance | A broadcast tilt — affects the audience at a venue, not a single target. |
Hard writes
Hard writes commit durable mutations. They cost more than soft writes do — either resource cost or risk — because they outlast the session.
| Skill | Effect |
|---|---|
| Sleight of Hand | Transfers ownership of an item from an NPC to the player party. The transfer is real and persists. Whether anyone notices is a separate matter — Stealth covers concealment. |
| Deception | Shifts the cover story an NPC holds about a topic. The NPC carries the false version forward into future conversations until something contradicts it. |
Concealments
Concealments temporarily hide facts from the perception layer. They don't change what's true; they change what other characters get to see or remember.
| Skill | Effect |
|---|---|
| Stealth | Conceals the player's actions from the NPCs who'd otherwise witness them. Actions covered by Stealth don't accumulate into the witnesses' knowledge. |
Special: the truth-gate
| Skill | Effect |
|---|---|
| Intimidation | Against a hostile NPC, lifts the cover story for the turn — the truth surfaces despite the NPC's preference to lie. Against a non-hostile NPC, no effect: there is no truth to compel out. |
Special: traversal
| Skill | Effect |
|---|---|
| Athletics | Bypass a physical barrier on a path between locations — a locked door, a wall to climb, a river to swim. The connection between locations stays; what changes is whether you've cleared this particular gate. |
| Acrobatics | Bypass a traversal hazard on a path — a narrow ledge, an unstable surface, a gap to leap. Like Athletics, the connection stays; what changes is whether you've cleared this particular passage. |
How class identity expresses itself
In a system where every skill is an operator and every operator has the same shape regardless of who's wielding it, class identity comes from proficiency and expertise distribution — which operators a character is reliably effective with — not from class-exclusive abilities.
A Bard is a Bard because Persuasion and Insight are tools they sharpen further than other classes do. A Rogue is a Rogue because Stealth, Sleight of Hand, and Investigation are theirs to specialize in. The mechanical engine is the same for everyone; the margins on the operators are what separates the callings.
Read on
- Gameplay as Graph Mutation — the design lens this page applies. World as substrate, gameplay as mutation, the four operator shapes.
- The LLM Pipeline — how skill checks flow through the pipeline: the parser identifies which skill applies, the deterministic engine resolves the roll, the narrator authors the prose around the result.
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