UngeheuerLich
Legend
If you want it easier for you make it a DC 10 check for everyone. That is in line with the automatic success variant rule. You automatically succeed at checks that are of a DC equal ability score - 5.
So, normally I like 5E's attitude toward letting the DM adjudicate things, but tonight I ran into a stumper.
We had an impromptu Fantasy grounds session (due to technical difficulties with another Roll20 game) and I quick purchased a module. In it there is a room with some hanging platforms, so we had to look up the jumping rules. Funny thing -- there aren't any. More precisely, there aren't any Athletics check rules regarding jumping. It says you can use athletics to jump a greater distance than is allowed in the movement rules, but gives no indication of how difficult that is or how far it would be.
I made a quick ruling and moved on, but it still baffled me. That just seems like the kind of thing you put in the Athletics skill section, even if it is a simple "If greater than the player's strength score, the athletics skill check indicates the distance of the character's running long jump (half from standing)" or something.
I made a quick ruling and moved on, but it still baffled me. That just seems like the kind of thing you put in the Athletics skill section,
It's difficult because it's one more rule to look up. One more element to codify.How so? How does having guidelines for adjudicating jumping make dungeon design difficult?
I guess I was just taken aback because it had never come up before, at least in a way that had us searching for a rule. Usually I design my own adventures and run improvisationally (which, to be clear, means I really like 5e for that) but since last night I decided to quickly grab a module I was surprised to be presented with a very specific sort of challenge with specific rules to run it. Now, it was one of the Lair Assaults, which I believe were 4e modules, so it may be partly an issue of conversion and different assumptions. The same sort of challenge written natively for 5e might have presented the difficulty in a different way.It's difficult because it's one more rule to look up. One more element to codify.
There are no set DCs for any of the Skills. The DC to pick an average lock, or climb a rope, or identify a level 1 spell, or determine how long someone has been dead, or command a scared warhorse. No chart that lets you figure out the DC to track a group of gnolls with a six hour head start across soft earth two days after it rained on a cloudy day.
It's all on the "Typical DC" chart.
The rules tell you how far you can jump by default. And the DM determines if it's easy, medium, or hard to jump further. They make the call.
This. Unlike prior editions, especially 3E, 5E doesn't try to codify every possible situation. By giving the DM leeway to adjudicate DC as needed for individual situations, the rules are greatly simplified. While this may not sit well for some who like having hard coded rules for everything, I find it refreshing.It's difficult because it's one more rule to look up. One more element to codify.
There are no set DCs for any of the Skills. The DC to pick an average lock, or climb a rope, or identify a level 1 spell, or determine how long someone has been dead, or command a scared warhorse. No chart that lets you figure out the DC to track a group of gnolls with a six hour head start across soft earth two days after it rained on a cloudy day.
It's all on the "Typical DC" chart.
The rules tell you how far you can jump by default. And the DM determines if it's easy, medium, or hard to jump further. They make the call.
So I prefer 5E's approach. I can adjust the number based on the scene I'm describing and not worry too much about what's "official" and focus on what makes sense at the moment and will be fun.
Out of curiosity, do you think consistency is important in the DM's adjudication, or do you think the immediate needs of a given action or scene are more important?