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Regarding Competence
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<blockquote data-quote="Staffan" data-source="post: 8505113" data-attributes="member: 907"><p>I think skill DCs are generally a bit too high, but that's because I like PCs to be competent. I think a baseline should be about a 2/3 chance of success, which means 8+ on the d20. Given how few skill increases non-rogues (and non-investigators) get, you shouldn't really assume that people can increase their skills. So here's what I'd base skill DCs on:</p><p></p><p>Level-based: Assume a stat of 12, trained proficiency, and no items. So your bonus will be level+3. That means that an 8+ will succeed on DC 11+level.</p><p>"But that means people with high proficiencies and high stats and bonus items will automatically succeed!" — Yes. That's a feature, not a bug. If you're a 15th level legendary crafter trying to repair a 15th level item, the question should be whether you succeed or crit, not whether you fail or succeed. Repairing a 15th level item is an interesting challenge for a 15th level character who's just Trained in Crafting.</p><p></p><p>Static DCs: Figure out at what point someone could get a particular proficiency level and calculate from there. You can also assume a bit more specialization than general level-based skill DCs, because the demands of an Expert or a Master DC should be higher than a level 3 or level 7 DC.</p><p>Trained: That's just a level 1 level-based check, so DC 12.</p><p>Expert: Minimum level 3 (barring shenanigans), and I'd assume a 14 in the stat. So DC 8 (roll) + 7 (proficiency) + 2 (stat) = 17.</p><p>Master: Minimum level 7, assume stat 16, and a +1 item bonus. So DC 8 + 13 + 3 + 1 = 25.</p><p>Legendary: Minimum level 15, assume stat 18, and a +2 item bonus. So DC 8 + 23 + 4 + 2 = 37.</p><p></p><p>Also, be very restrictive with gating actions behind higher proficiency levels than Trained. You should not need to be a Master thief to be able to disarm a high-level trap.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8505113, member: 907"] I think skill DCs are generally a bit too high, but that's because I like PCs to be competent. I think a baseline should be about a 2/3 chance of success, which means 8+ on the d20. Given how few skill increases non-rogues (and non-investigators) get, you shouldn't really assume that people can increase their skills. So here's what I'd base skill DCs on: Level-based: Assume a stat of 12, trained proficiency, and no items. So your bonus will be level+3. That means that an 8+ will succeed on DC 11+level. "But that means people with high proficiencies and high stats and bonus items will automatically succeed!" — Yes. That's a feature, not a bug. If you're a 15th level legendary crafter trying to repair a 15th level item, the question should be whether you succeed or crit, not whether you fail or succeed. Repairing a 15th level item is an interesting challenge for a 15th level character who's just Trained in Crafting. Static DCs: Figure out at what point someone could get a particular proficiency level and calculate from there. You can also assume a bit more specialization than general level-based skill DCs, because the demands of an Expert or a Master DC should be higher than a level 3 or level 7 DC. Trained: That's just a level 1 level-based check, so DC 12. Expert: Minimum level 3 (barring shenanigans), and I'd assume a 14 in the stat. So DC 8 (roll) + 7 (proficiency) + 2 (stat) = 17. Master: Minimum level 7, assume stat 16, and a +1 item bonus. So DC 8 + 13 + 3 + 1 = 25. Legendary: Minimum level 15, assume stat 18, and a +2 item bonus. So DC 8 + 23 + 4 + 2 = 37. Also, be very restrictive with gating actions behind higher proficiency levels than Trained. You should not need to be a Master thief to be able to disarm a high-level trap. [/QUOTE]
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