Argyle King
Legend
"The actual difficulty chart for L17 is 16/23/31"
Assuming standard array at 1st level:
16 (+3), 14 (+2), 13 (+1), 13 (+1), 11 (+0), 10 (+0) to start
(though, most often, an 18 somewhere and a lower stat somewhere else was normal)
At this point -with nothing else added- a level 0 character would need to roll 13/20/28 with their best stat to overcome a level 17 challenge or 16/23/31 with their worst stat.
Most races give +2 to two stats (Humans are the exception)
So, most likely, that means an 18 in the best stat for a +4 bonus. This changes the numbers needed to 12/19/27. (Again, this is before adding anything else.)
17th level was mentioned, so I'll stick with that as a comparison.
4th, 8th, 14th, 18th, 24th, and 28th level all give +1 to 2 scores
11th and 21st give +1 to all
From a glance, that looks like 4 stat boosts. a 22 is +6, so we're at 10/17/25
Half level at level 17 would be +8, so we're now at 2/9/17
Training means +5, so a trained character would need -3/4/12 respectively.
If you have a +2 bonus from race or some other source, it becomes -5/2/10
If you started with an 18 (as your example did,) it becomes -7/0/8 (but that makes your worse stat even worse).
Most likely, by level 17, you also have a power and/or items which give a bonus, but I'll assume you don't.
versus DC 35, add 4 to roll requirements listed above
...vs 16/23/31(35)
Lvl 17 Astral Hulk (randomly chosen) has +18 for their best check and needs to roll
-2/6/13 (17)
(note: according to DMG 2, DCs are lower, but that benefits both monsters and PCs.)
To be fair, if you're using something which you've never put points into or improved it's far worse:
12 would be the lowest, so +1. Half level is still 8.
+9 vs 16/23/31 means a character who is completely inept at the task needs to roll 7/14/22
This is roughly comparable to the worst stats of the Astral Hulk.
It's not as bad as I remember. I'll need to look for my old notes so that I can remember what the issues were.
From where are you getting the DCs? The numbers you've listed don't match either of the DMGs.
Edit:What I remember rewriting the most was skill challenges. As written, they were far too binary for what I wanted. In many cases, instead of doing X successes before Y failures, I would allow X number of rolls, and the amount of success or failure would determine how good or bad the result was.
I vaguely remember that the default way DMG 1 recommended doing skill challenges while in combat being rather poor; trying to disable a trap was usually a far worse option than simply breaking it. With the Rogue being a damage dealer, having them effectively not contribute to damage for a few rounds (while also taking the risk of making the situation worse) was less preferable than just smashing whatever the device was.
Assuming standard array at 1st level:
16 (+3), 14 (+2), 13 (+1), 13 (+1), 11 (+0), 10 (+0) to start
(though, most often, an 18 somewhere and a lower stat somewhere else was normal)
At this point -with nothing else added- a level 0 character would need to roll 13/20/28 with their best stat to overcome a level 17 challenge or 16/23/31 with their worst stat.
Most races give +2 to two stats (Humans are the exception)
So, most likely, that means an 18 in the best stat for a +4 bonus. This changes the numbers needed to 12/19/27. (Again, this is before adding anything else.)
17th level was mentioned, so I'll stick with that as a comparison.
4th, 8th, 14th, 18th, 24th, and 28th level all give +1 to 2 scores
11th and 21st give +1 to all
From a glance, that looks like 4 stat boosts. a 22 is +6, so we're at 10/17/25
Half level at level 17 would be +8, so we're now at 2/9/17
Training means +5, so a trained character would need -3/4/12 respectively.
If you have a +2 bonus from race or some other source, it becomes -5/2/10
If you started with an 18 (as your example did,) it becomes -7/0/8 (but that makes your worse stat even worse).
Most likely, by level 17, you also have a power and/or items which give a bonus, but I'll assume you don't.
versus DC 35, add 4 to roll requirements listed above
...vs 16/23/31(35)
Lvl 17 Astral Hulk (randomly chosen) has +18 for their best check and needs to roll
-2/6/13 (17)
(note: according to DMG 2, DCs are lower, but that benefits both monsters and PCs.)
To be fair, if you're using something which you've never put points into or improved it's far worse:
12 would be the lowest, so +1. Half level is still 8.
+9 vs 16/23/31 means a character who is completely inept at the task needs to roll 7/14/22
This is roughly comparable to the worst stats of the Astral Hulk.
It's not as bad as I remember. I'll need to look for my old notes so that I can remember what the issues were.
From where are you getting the DCs? The numbers you've listed don't match either of the DMGs.
Edit:What I remember rewriting the most was skill challenges. As written, they were far too binary for what I wanted. In many cases, instead of doing X successes before Y failures, I would allow X number of rolls, and the amount of success or failure would determine how good or bad the result was.
I vaguely remember that the default way DMG 1 recommended doing skill challenges while in combat being rather poor; trying to disable a trap was usually a far worse option than simply breaking it. With the Rogue being a damage dealer, having them effectively not contribute to damage for a few rounds (while also taking the risk of making the situation worse) was less preferable than just smashing whatever the device was.
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