Herremann the Wise
First Post
Hello Everyone,
Let's assume that the core mechanic is kept: modifier + d20 >= DC (Difficulty Class) means success otherwise failure. What is the range of modifiers/DCs that you want/expect out of the game and how should they be constructed?
Let's assume a novice seeks to perform a task that he or she is average at, has average ability contributing to and is using average equipment to accomplish. Let's give them a base of: +0.
Now, let's go to the other end of the spectrum and look at the master. I think almost by definition, a master can do without chance of failure what the average novice finds impossible. This indicates that a master should have a modifier of +20.
DC Range
This gives us a standardized range of:
• DC 0: What a novice can routinely do.
• DC 8: What a novice is likely to accomplish (I think this is the golden measure in terms of success expectations: 65%).
• DC 20: The limit of the novice.
• DC 21: Impossible for the novice, routine for the master.
• DC 28: What a master is likely but not guaranteed to accomplish.
• DC 40: The limit of the master.
• DC 41+: Beyond the capacity of the master and perhaps entering the capacity of the immortal (routine for a god?)
In terms of gameplay and the relative increase of the modifier, I think the ideal is to be quick to achieve +7 (the modifier perhaps of a highly proficient 1st level character), moving to +12 at a standard pace, to +15 slowly and then a snail's pace to get to +20.
Importantly, I think these modifiers should be standardized regardless of the action being performed; be it hitting with a sword, avoiding a spell, picking a lock, haggling in a bazaar or attempting stealthy movement past a sleeping guard. For myself in terms of the system, I hope that they go back to an absolute DC system where the DCs are firmly grounded in the campaign world; rather than a relative DC system which are grounded more in a set of probabilities.
The above I think lends itself to fewer levels (I think 10 for regular play would be ideal) but having each of those levels being much fatter. A focus on horizontal expansion over vertical growth.
What are your thoughts?
Best Regards
Herremann the Wise
Let's assume that the core mechanic is kept: modifier + d20 >= DC (Difficulty Class) means success otherwise failure. What is the range of modifiers/DCs that you want/expect out of the game and how should they be constructed?
Let's assume a novice seeks to perform a task that he or she is average at, has average ability contributing to and is using average equipment to accomplish. Let's give them a base of: +0.
Now, let's go to the other end of the spectrum and look at the master. I think almost by definition, a master can do without chance of failure what the average novice finds impossible. This indicates that a master should have a modifier of +20.
DC Range
This gives us a standardized range of:
• DC 0: What a novice can routinely do.
• DC 8: What a novice is likely to accomplish (I think this is the golden measure in terms of success expectations: 65%).
• DC 20: The limit of the novice.
• DC 21: Impossible for the novice, routine for the master.
• DC 28: What a master is likely but not guaranteed to accomplish.
• DC 40: The limit of the master.
• DC 41+: Beyond the capacity of the master and perhaps entering the capacity of the immortal (routine for a god?)
In terms of gameplay and the relative increase of the modifier, I think the ideal is to be quick to achieve +7 (the modifier perhaps of a highly proficient 1st level character), moving to +12 at a standard pace, to +15 slowly and then a snail's pace to get to +20.
Importantly, I think these modifiers should be standardized regardless of the action being performed; be it hitting with a sword, avoiding a spell, picking a lock, haggling in a bazaar or attempting stealthy movement past a sleeping guard. For myself in terms of the system, I hope that they go back to an absolute DC system where the DCs are firmly grounded in the campaign world; rather than a relative DC system which are grounded more in a set of probabilities.
The above I think lends itself to fewer levels (I think 10 for regular play would be ideal) but having each of those levels being much fatter. A focus on horizontal expansion over vertical growth.
What are your thoughts?
Best Regards
Herremann the Wise