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Reliable Talent. What the what?
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<blockquote data-quote="CapnZapp" data-source="post: 7292953" data-attributes="member: 12731"><p>I prefer a simpler approach. </p><p></p><p>If it's mundane (something anyknow could know or do): DC 10. This still means a character without proficiency or ability could fail 40-60% of the time.</p><p></p><p>If it's "difficult" (or "advanced", or "special") but still essentially grounded in everyday life: DC 15.</p><p></p><p>If it's "impossible" (a heroic feat to pull off): DC 20</p><p></p><p>Simple as that.</p><p></p><p>---</p><p></p><p>As for the whole simulationist approach, where you translate probabilities into expected number of retries... don't. The game simply isn't geared towards handling a Commoner trying a DC 20 check and succeeding every twentieth attempt (or twenty Commoners trying and one of them succeeding).</p><p></p><p>The ONLY use case supported is the dramatic moment when a hero steps up and makes an attempt. </p><p></p><p>And the focus is on allowing every hero to have a chance at most tasks, because it is fun to have a chance of success and it is boring to not having a chance of success.</p><p></p><p>---</p><p></p><p>To me, it's a much bigger headache to work around the passive checks of the game. </p><p></p><p>Simply put, a passive check should never ever be DC 10, since that means everyone not actually gimped (ability penalty, no proficiency) will always succeed.</p><p></p><p>As a rough recommendation, keep passive checks to between 13-17.</p><p></p><p>Again, the ONLY reason to have or use the Passive checks rule is to quickly separate the party in two groups: those who make it and those who don't. </p><p></p><p>Anytime everyone or noone makes a test where nobody rolled any dice (i.e. a passive check) is somewhat of a failure, unless the party is decidedly lopsided (such as: nobody with Insight, or everyone has a top-notch Perception etc)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7292953, member: 12731"] I prefer a simpler approach. If it's mundane (something anyknow could know or do): DC 10. This still means a character without proficiency or ability could fail 40-60% of the time. If it's "difficult" (or "advanced", or "special") but still essentially grounded in everyday life: DC 15. If it's "impossible" (a heroic feat to pull off): DC 20 Simple as that. --- As for the whole simulationist approach, where you translate probabilities into expected number of retries... don't. The game simply isn't geared towards handling a Commoner trying a DC 20 check and succeeding every twentieth attempt (or twenty Commoners trying and one of them succeeding). The ONLY use case supported is the dramatic moment when a hero steps up and makes an attempt. And the focus is on allowing every hero to have a chance at most tasks, because it is fun to have a chance of success and it is boring to not having a chance of success. --- To me, it's a much bigger headache to work around the passive checks of the game. Simply put, a passive check should never ever be DC 10, since that means everyone not actually gimped (ability penalty, no proficiency) will always succeed. As a rough recommendation, keep passive checks to between 13-17. Again, the ONLY reason to have or use the Passive checks rule is to quickly separate the party in two groups: those who make it and those who don't. Anytime everyone or noone makes a test where nobody rolled any dice (i.e. a passive check) is somewhat of a failure, unless the party is decidedly lopsided (such as: nobody with Insight, or everyone has a top-notch Perception etc) [/QUOTE]
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