Rhenny
Adventurer
DM Advice: Setting DCs for Contests rather than Having Contests
Often in my games, I get into situations where players have contests against foes, but the results don’t seem consistent with the game world. For example, it is crazy when the really strong Ogre loses a tug of war with the 10 strength Elf. It also takes more time for me as DM to roll for the Ogre add bonus and then compare with player's roll plus modifiers. Then there is the problem of sense motive (or insight checks). How many times in a campaign does a PC roll a really high check to see if they can notice that the NPC has a “tell” or “tick” that indicates he or she is lying or trying to cover something up? When that happens in my games, I always feel some dissonance. Should I tell the PC more about what he notices and often ruin any surprise that the NPC has planned, or do I cheat and hold back information?
Well, to solve these problems, I’ve decided to get rid of contests most of the time. Instead, as DM, I will set the DC depending on NPC or monster traits or story elements so that PCs still have chances, but the chances are controlled more by the situation.
To do this, I will just borrow the same rules for setting a DC that already exist in the game. For example, if the PC and the monster are nearly equal in size and strength....PC needs to roll a DC 10 to succeed. If there is a slight advantage in the monsters favor, DC 15, or a big advantage, DC 20. On the other hand, if the situation is in the PCs favor, a mere DC 5 may be the difficulty (or only fail on a natural 1). For the Ogre vs. the Elf, make it DC 20. For a situation where the PCs are interrogating a hardended criminal, make the DC 25 for sense motive.
Using these numbers, the DM can just tell the PC that the attempt will be trivial, easy, hard, very hard, nearly impossible…and no numbers are even necessary.
Setting the DCs this way is consistent with other aspects of the game. Additionally it becomes quicker to resolve because there is only 1 roll instead of comparing 2 rolls. Also, players will more or less know the odds of each attempt through narrative not numbers, and the odds will make more sense within the context of the game world
I basically do this already in my games, and it makes my games move more smoothly.
What do you all think?
Often in my games, I get into situations where players have contests against foes, but the results don’t seem consistent with the game world. For example, it is crazy when the really strong Ogre loses a tug of war with the 10 strength Elf. It also takes more time for me as DM to roll for the Ogre add bonus and then compare with player's roll plus modifiers. Then there is the problem of sense motive (or insight checks). How many times in a campaign does a PC roll a really high check to see if they can notice that the NPC has a “tell” or “tick” that indicates he or she is lying or trying to cover something up? When that happens in my games, I always feel some dissonance. Should I tell the PC more about what he notices and often ruin any surprise that the NPC has planned, or do I cheat and hold back information?
Well, to solve these problems, I’ve decided to get rid of contests most of the time. Instead, as DM, I will set the DC depending on NPC or monster traits or story elements so that PCs still have chances, but the chances are controlled more by the situation.
To do this, I will just borrow the same rules for setting a DC that already exist in the game. For example, if the PC and the monster are nearly equal in size and strength....PC needs to roll a DC 10 to succeed. If there is a slight advantage in the monsters favor, DC 15, or a big advantage, DC 20. On the other hand, if the situation is in the PCs favor, a mere DC 5 may be the difficulty (or only fail on a natural 1). For the Ogre vs. the Elf, make it DC 20. For a situation where the PCs are interrogating a hardended criminal, make the DC 25 for sense motive.
Using these numbers, the DM can just tell the PC that the attempt will be trivial, easy, hard, very hard, nearly impossible…and no numbers are even necessary.
Setting the DCs this way is consistent with other aspects of the game. Additionally it becomes quicker to resolve because there is only 1 roll instead of comparing 2 rolls. Also, players will more or less know the odds of each attempt through narrative not numbers, and the odds will make more sense within the context of the game world
I basically do this already in my games, and it makes my games move more smoothly.
What do you all think?