Here is a request for something that fits with D&D (IMO, YMMV), but has been somewhat conspicuously absent (or tacked on).
What I'd like is for the gravity of the threat to be at least somewhat intelligible to both players and their characters.
Thoughts? Am I missing existing mechanics for this? Are there unseen problems with this that I'm not noticing?
I used to handle this in a variety of ways, including simple Intelligence checks and the like (for things like how hard a pit might be to Jump over). I eventually got tired of it, and when I was finally transitioning to my new RPG (rather than just house ruling), I made a new skill: Assess.
You can roll an Assess check to determine how hard something might be. It looks something like this:[sblock]
JamesonCourage's Assess Skill said:
Assess (Int)
Assess DC
You can attempt to appraise the difficulty of a situation. Keep in mind that although your character will know the DC in-game, his knowledge of it will not be in numbers, nor will he grasp the mechanical side of things. He might realize that the orc he is fighting gets +9 to melee attacks, but to him, he would just see a dangerous, strong, trained orc warrior, and he would plan his actions around that accordingly (taking the focused total defense action, keeping the orc from reaching his less trained comrades, etc.).
The difficulty is based on your interaction with the check you are trying to assess:
- If you are actively opposing the check in some way (such as defending against the attack, or climbing a rock face), the DC is +0.
- If you are merely observing and not actively opposing the check, the DC is 2 higher (such as watching an ally defend himself in combat, or watching an ally climb a rock face).
- If you are trying to judge something with minimal interaction, the DC is 5 higher (such as trying to judge how good a potential enemy is at attacking after he has taken a stance and is prepared to fight, or eyeing a cliff before attempting to climb it).
- If you are trying to judge something without any sort of interaction with the check yet, the DC is 10 higher (such as trying to judge how good a potential enemy is at attacking before he has even drawn his sword, or judging how hard a cliff is to climb based solely on the description of another).
Some example DCs you can determine are as follows:
- Skill Check DC: One-half the DC of the skill check. (If the Jump check DC is 15, then the DC to assess it is 7)
- Hit Points or Temporary Hit Points: The number of hit points the away from 0 the subject has. (If someone has 42 hit points remaining, the DC is 42)
- Attribute Check: 10 + check necessary to succeed. (If the DC to succeed is 6, the DC is 16)
- Bonus to Skill Check: 5 + bonus on the skill check. (If someone gets +13 to Evasion checks, the DC is 18)
- Weapon or Armor Rank: 10 + 5 per rank. (If someone has 2 ranks in daggers, the DC is 15)
- Saving throw: 5 + modifier to the roll. (If you wanted to assess an opponent's mental strength [Will save], and they had a +2 on Will saves, the DC is 7)
- Base attack or defense bonus: 5 + base attack or defense bonus multiplied by 2. (If someone has a base attack of +5, the DC is 15).
- Melee attack, ranged attack, or ACvM: 5 + modifier to the roll. (If someone gets +5 on attacks, the DC is 10)
- Damage Bonus: 5 + modifier to damage. (If someone gets +8 to damage, the DC is 13)
- Combat maneuver: 5 + ½ the modifier to the roll. (If someone gets +25 to grapple checks, the DC is 17)
- ACvR or ACvS: AC of the subject - 5. (If the subject has an ACvR of 18, the DC is 13)
- Attribute score: Attribute score - 5. (If a creature has a Strength score of 22, the DC is 17)
- Speed of the subject: 5 + 1 per 10 feet moved this round. (If the subject moved 100 feet this round, the DC is 15)
- Initiative: 5 + modifier to the roll. (If someone gets +12 to initiative, the DC is 17).
- Trait score: 5 + 1 per trait score. (If someone has a trait score of 15, the DC is 20)
- Damage reduction: 10 + 1 per 2 damage reduction. (If someone has a damage reduction of 14, the DC is 17)
- Another capability of an individual: appropriate DC, as set by the GM.
- Another DC of a check: appropriate DC, as set by the GM.
Failure
If you fail by 1-4 on the check, you believe that the DC is 1d6 higher or lower than it actually is (determined by the GM). If you fail by 5 or more on the check, you do not know the DC. For example, if you tried to determine another creatures hit points, and you failed by 1-4, you would think it had 1d6 more or less hit points than it actually has. If you fail by 5 or more, you do not have any idea.
[/sblock]
Now, obviously we'd have to tweak it a few ways to get what you want. We'd need to adjust for flatter math, we'd want it to be simpler, and we'd want a "is this too hard" gauge, rather than a "my character discerns a piece of information" tool (as much as I like the latter more than the former). So, it might end up looking like this:
Assess DC Rules
You can attempt to appraise the difficulty of a situation. Use whatever skill and ability seems appropriate.
The difficulty is based on your interaction with the check you are trying to assess:
• If you are actively opposing the check in some way, the DC is +0.
• If you are trying to judge something with minimal interaction, the DC is 2 higher.
• If you are trying to judge something without any sort of interaction yet, the DC is 4 higher.
Some example DCs you can determine are as follows:
• If the threat is likely easy, the DC is 10.
• If the threat is likely a fair challenge, the DC is 11.
• If the threat is likely a boss fight/difficult challenge, the DC is 12.
• If the threat is beyond their capability (but they might get lucky), the DC is 11.
• If the threat is auto death, the DC is 10.
So, we get something like this:
• So, the DC of those 2 kobold guards up ahead? Probably DC 12 (10 for likely easy, +2 for minimal interaction).
• The DC of Orcus out in the open? Probably DC 12 (10 for auto death, +2 for minimal interaction).
• The DC for a puny kobold (who is actually a polymorphed dragon)? Probably DC 12 (10 for auto death, +2 for minimal interaction).
• The DC for a description of a group of bugbears that a town wants you to take out at level 2? Probably DC 16 (12 for difficult challenge, + 4 for judging something with no real interaction).
• The DC to disarm that trap that releases toxic flammable gas which triggers the spark runes on the ground over the hollow pit (with spikes in it) that you're standing on? Probably DC 13 (11 for beyond their capability but they can get lucky, +2 for minimal interaction).
You can always tweak the math a little to get it where you want, but it gives you some mechanical framework to fiddle with and use, if nothing else. I, personally, prefer the "your character learns a piece of information (attack bonus, AC, or the like); how does he react to it?" more than this, but this is certainly simple (and I'm sure I'll get "it's too complicated" as a couple replies, too). Anyways, just a thought. As always, play what you like
