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D&D General The Resurrection of Mike Mearls Games.

Zardnaar

Legend
This is not the normal game experience. If that is what it is at your table more power to you (and harder checks).

The only thing that harder checks achieves is the reliance on such abilities and the overimportance of magic. If you have lower checks, mundane tasks can be done with skills alone. Sometimes with magical help.

Try it out. Has worked wonders in 3.5 and it still works wonders in 5e.
Once your people know that they have a good chance of succeeding without beggin the bard and the cleric for inspiration and guidance for every simple task, the game goes much more smoothly.

Bards or a cleric aren't that unusual to have along with enhance ability. DC30 is extreme DC is is nothing special and DC 25 isn't that hard to hit.
 

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Bards or a cleric aren't that unusual to have along with enhance ability. DC30 is extreme DC is is nothing special and DC 25 isn't that hard to hit.
Then you play a totally different game than I have ever seen.

Enhance ability also does nothing to increase your maximum. It just increases the average.
Bards or clerics are not unusual. It is just that they don't always use all their resources for trivial things.
 

Stalker0

Legend
Bards I agree are an unusual circumstance, guidance though is not. Way too many classes get it as a cantrip, and there really is no reason not to take it.

Advantage I would also argue is a common experience with skills, especially certain ones like knowledge checks where often you have some time at your disposal. the help action is easy to do.

All you need is a +10 roll to for impossible checks to become possible, and a rogue can do that at level 5. With guidance and advantage, its not even that unlikely. If we assume just the minimum guidance result (1), so I need a 19 or 20 to get it, that's a 19% chance of success with advantage. A 1 in 5 chance of doing something for a 5th level character with a cantrip I don't consider "impossible" by any stretch of the imagination.

That's why I think 35 is a much better reflection of an "impossible" DC, you need to be absolutely the pinnacle of a skill, or have major magic/bardic assistance, and even then not a high chance of making it. THAT's impossible.
 


DEFCON 1

Legend
Supporter
This discussion also illustrates why all the white room theorycrafting about various mechanics that show up in the playtests is kind of pointless, because one person's "overpowered" is another person's "completely necessary"... based entirely on the players they have that their table and the way they select and use mechanics in their game.

I mean just at my table none of my Cleric players ever get to spam Guidance because I only let them use it when fellow party members are doing activities that the cleric's deity would actually want to help them succeed on. So that reduces the odds of certain DCs ever getting hit with any consistency. But I also know that how I run it is counter to a lot of other tables, so I wouldn't want to use my experience as an indicator that says a DC 30 is fine being considered "Impossible' (since it is rare for my players to hit that.)
 

This discussion also illustrates why all the white room theorycrafting about various mechanics that show up in the playtests is kind of pointless, because one person's "overpowered" is another person's "completely necessary"... based entirely on the players they have that their table and the way they select and use mechanics in their game.

I mean just at my table none of my Cleric players ever get to spam Guidance because I only let them use it when fellow party members are doing activities that the cleric's deity would actually want to help them succeed on. So that reduces the odds of certain DCs ever getting hit with any consistency. But I also know that how I run it is counter to a lot of other tables, so I wouldn't want to use my experience as an indicator that says a DC 30 is fine being considered "Impossible' (since it is rare for my players to hit that.)
Love that rule, stealing it, thanks! Diegetic rules IMO fix a lot of problems people have with the game.
 


Zardnaar

Legend
This discussion also illustrates why all the white room theorycrafting about various mechanics that show up in the playtests is kind of pointless, because one person's "overpowered" is another person's "completely necessary"... based entirely on the players they have that their table and the way they select and use mechanics in their game.

I mean just at my table none of my Cleric players ever get to spam Guidance because I only let them use it when fellow party members are doing activities that the cleric's deity would actually want to help them succeed on. So that reduces the odds of certain DCs ever getting hit with any consistency. But I also know that how I run it is counter to a lot of other tables, so I wouldn't want to use my experience as an indicator that says a DC 30 is fine being considered "Impossible' (since it is rare for my players to hit that.)

1. That's not RAW.
2. The fact you household it indicates guidance may be overpowered.
 



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