Khelon Testudo
Cleric of Stronmaus
Um... the premise of the thread is simplifying skill checks. Not complicating them further.
So let's assume this is how all skill checks are to be made. Now....on to stealth. Probably the most challenging skill for how to adjudicate it. There are two ways to go about, assuming the above:
1. Keep it a simple as possible. DM applies a bonus or penalty based on scenario that they feel is most appropriate. I.e, "It's dim light, but you're trying sneak past a dog and are wearing chain mail, so I think that would be a hard check. And hard checks impart a -10 penalty." Player: "Ok, since my dex is 16 and I normally have a +4 bonus, that means I need to roll a 10 or lower. Got it."
2. Have a table that lists common factors and individual modifiers, and you tally them all up to get a final modifier. The pro for this is that it takes away DM ruling, and puts it in an objective format. The con is that this could really slow this check resolution up.
Difficulty points that modify the ability score is fine. The part about "I normally have a +4 bonus" doesn't quite work - I assume some part of that bonus is already included in the 16 dex. Considering that ability scores will typically be 10 to 18, let's look at some cases...Easy: +5 to effective ability score value (so a STR of 13 would need an 18 or less on the d20 roll)
Moderate: -
Difficult: -5
Hard: -10
Very Hard: -15
Near Impossible: -20* (a nat 1 is always a success, and a nat 20 is always a failure)
The premise is flawed.Um... the premise of the thread is simplifying skill checks. Not complicating them further.
You not liking a premise doesn't mean it's flawed.The premise is flawed.