Time and time again, skill checks in Arkham Horror have been made without remembering to include certain factors, such as environments and the presence of stat-modifying items. For organizational purposes, is there a flowchart by which all the skill check modifiers can be ordered and accounted for so that none may be missed?
For example, Combat Checks can be processed in the following order:
If the monster is Dark Pharoah then the base stat is Lore
Take the base stat of Fight if not set already
Look for skills that affect base stat of Fight
Look for allies that affect base stat of Fight
Look for Mythos environments that affect base stat of Fight (e.g. Heat Wave)
Look for skills that negate Physical, Magical, or Weapon Immunity
Look for allies that negate Physical, Magical, or Weapon Immunity
Look for tradeable items that negate Physical, Magical, or Weapon Immunity
Check if the monster has Physical, Magical, or Weapon Immunity
Look for skills that negate Physical, Magical, or Weapon Resistance
Look for allies that negate Physical, Magical, or Weapon Resistance
Check if the monster has Physical, Magical, or Weapon Resistance
Look for items that passively affect combat without being equipped (e.g. Cross against Undead)
Ask the player for non-combat spells that affect stats (e.g. Voice of Ra)
Ask the player for equipped common items, unique items, or spells
For each equipped investigator card, apply relevant immunity unless negated
For each equipped investigator card, apply relevant resistance unless negated
Subtract monster's combat rating
Subtract bonus combat rating from Ancient One
Roll the skill check value
If Mandy is an investigator and her ability hasn't been exhaused then ask whether the player would like to invoke "the Mandy ability"
Check the number of successes via state of Blessedness/Cursedness
Double successes scored with 6 in case Shotgun was used
If there are no successes:
Look for skills that allow re-rolls (e.g. Marksman)
Look for allies that allow re-rolls
Look for items that allow re-rolls (e.g. Bullwhip)
If Mandy is an investigator and her ability hasn't been exhaused then ask whether the player would like to invoke "the Mandy ability"
Check the number of successes via state of Blessedness/Cursedness
Double successes scored with 6 in case Shotgun was used
Ask for clue tokens if the player wants additional dice
Add an extra die for every Fight skill
Add an extra die for every clue token if Joe is the investigator
If there are no successes:
Look for skills that allow re-rolls (e.g. if the original value was 7, and 3 clue tokens were spent, Marksman would roll 10 instead)
Look for allies that allow re-rolls
Look for items that allow re-rolls (e.g. Bullwhip)
Roll the skill check value
If Mandy is an investigator and her ability hasn't been exhaused then ask whether the player would like to invoke "the Mandy ability"
Check the number of successes via state of Blessedness/Cursedness
Double successes scored with 6 in case Shotgun was used
I don't even know whether the above flowchart covers all the cases. And this is only for the Combat Skill Check alone. In the Arkham Horror Wiki (http://www.arkhamhorrorwiki.com/Skill_check), Step number one for making a Skill Check involves getting the value of a skill check involving all relevant factors, but there's no mention of the order by which these relevant factors should be processed.
Are there flowcharts for other kinds of Skill Checks besides Combat (i.e. Speed, Sneak, Fight, Will, Lore, Luck, Evade, Horror, Spell)?