Kerrick
First Post
I'll agree with the second part of that - players tend to forget house rules.Well then I'll restate my suggestion in a different way: do you really want to fix your problem from the player's side of the DM screen, or from the DM side? In my experience, house rules are much more effective if they operate from the DM's side because players tend to forget house rules beyond the approximate complexity of 'alignment restrictions are not enforced'.
I want a) to put some kind of a cap on the scaling of DCs; and b) make skills more meaningful over a longer period of play. In short, I want to hew more closely to the table in the PHB. Yes, I know it's kind of arbitrary; I've acknowledged from the beginning that this was a radical idea, and the negative responses in this thread have just reinforced that. But, I feel that putting a set of guidelines in the book and then promptly ignoring them is blatantly stupid, and I think that having to scale the DCs to the skills, instead of the skills to the DCs, is equally dumb.In your case, do you want PC skill bonuses to be arbitrarily small or do you want DCs to be arbitrarily high? Either answer is arbitrarily based on your [Kerrick's] perception of what kind of feats PCs of a certain level should be able to do. The only real difference is that the first way creates more house rules for everyone to learn and remember, while the second way only requires the DM to learn and remember.
I don't know if you've ever played Oblivion, but let's draw an analogy here. In Oblivion, all the enemies scale to your level - wherever you go, they'll always be around your level to provide a challenge. This leads to absurdities like bandits in glass and daedric armor, and is very unpopular among Oblivion gamers (I know this because I spend a lot of time on the Bethesda mod forums). There are a couple mods that eliminate the scaling - enemies are NOT level-dependent, but location-dependent. So, for example, a mine near one of the cities has low-level bandits in it, but a cave far from civilization has some really nasty, kick-ass beasties that'll wipe the floor with anything less than a L25 character. The monsters scale a little, but they hit a cap and don't advance any further - those bandits might scale up to L10; if you go there at L20, you'll run right through them. These mods are extremely popular because they use a logical set of guidelines - no bandits in daedric armor, for example - and it vastly improved immersion and suspension of disbelief.