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<blockquote data-quote="Quickleaf" data-source="post: 6273118" data-attributes="member: 20323"><p>[MENTION=6685730]DMMike[/MENTION]</p><p>Thanks for the comment <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Yeah, the table is just meant to be training wheels, a quick way to help understand a concept until the players get basic idea. I wouldn't expect it to be actually consulted in play more than a few times during session #1. </p><p></p><p>The paragraph right after the table describes the system entirely actually.</p><p></p><p>And the problems with the way you've redone it is that: </p><p></p><p>(a) There are supposed to be impossible tasks that you just can't do. This is not 3e / core d20 with infinitely ascending DCs. There is no check possible for an attempt to jump 200'. "Impossible" is meant to be a reflection of that, with the caveat that under extreme unusual circumstances, a GM can make such a check possible to a Master-ranked character if it makes sense in the narrative. For example, say the epic level heroes are on the Plane of Elemental Air fighting on whirling floating rock islands; then a PC with Master-rank Athletics or Acrobatics might be able to "leap" (more like "fall" or "ride the winds") 200' down to another rock islands provided they can gain advantage is some sort, e.g. like the spellcaster using Gust of Wind to propel them or Calm Winds on the intervening distance to make the impossible possible.</p><p></p><p>(b) By returning to a numbered DC scale you've allowed any character to make any check. Part of what the ranked system is meant to do is restrict that in order to preserve character niche and game-world logic (Nobody Sneaks Better Than the Ranger/Rogue, for example), to have a built-in way for handling "pile-on skill attempts", and to encourage/challenge/reward players to think up ways to gain advantage (so that they even have a chance of making a check!).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6273118, member: 20323"] [MENTION=6685730]DMMike[/MENTION] Thanks for the comment :) Yeah, the table is just meant to be training wheels, a quick way to help understand a concept until the players get basic idea. I wouldn't expect it to be actually consulted in play more than a few times during session #1. The paragraph right after the table describes the system entirely actually. And the problems with the way you've redone it is that: (a) There are supposed to be impossible tasks that you just can't do. This is not 3e / core d20 with infinitely ascending DCs. There is no check possible for an attempt to jump 200'. "Impossible" is meant to be a reflection of that, with the caveat that under extreme unusual circumstances, a GM can make such a check possible to a Master-ranked character if it makes sense in the narrative. For example, say the epic level heroes are on the Plane of Elemental Air fighting on whirling floating rock islands; then a PC with Master-rank Athletics or Acrobatics might be able to "leap" (more like "fall" or "ride the winds") 200' down to another rock islands provided they can gain advantage is some sort, e.g. like the spellcaster using Gust of Wind to propel them or Calm Winds on the intervening distance to make the impossible possible. (b) By returning to a numbered DC scale you've allowed any character to make any check. Part of what the ranked system is meant to do is restrict that in order to preserve character niche and game-world logic (Nobody Sneaks Better Than the Ranger/Rogue, for example), to have a built-in way for handling "pile-on skill attempts", and to encourage/challenge/reward players to think up ways to gain advantage (so that they even have a chance of making a check!). [/QUOTE]
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