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D&D 5E How difficult should Difficulty be?

DND_Reborn

The High Aldwin
I have the exact opposite problem, for me DC 30 is far too easy. Over multiple campaigns my players always find ways to jack up their checks around 5th or 6th level.
Ok, so tier 2. Proficiency is +3, even with maximum ability is +8... so still not even a 20 does it. They are at a point where a feat could double the proficiency bonus, so we'll go with that as well, making it +11. Now, they have a chance!

Guidance is +2 or 3 on average, a bard's inspiration (very limited uses) is +4 or 5, so together let's say +7 on average.

Now, you are up to +18. Give advantage and yes, you are at 70% (with expertise) or 50/50 (roughly, without expertise).

But, that assume a bard (with limited inspiration uses, granted short rest by that point) and guidance... oh, and the PC is no longer doing it alone...

Also, helping for advantage is not as easy as most people use it:

1658608835796.png


So, that means your PC "helping" also needs proficiency and maximum (or near it) ability and/or expertise to even have a chance. Otherwise, they can't help. If you have two such PCs in one group, with two PCs to do guidance (since it requires concentration) and/or a bard possibly expending two inspirations.

I don't know, IMO that is a LOT of ducks in a row. You mentioned your PCs are good at team-dynamics, but a lot of players aren't that well organized IME. I suppose if the DC comes up rarely, your group can handle it, but again a lot of PCs can't handle such tasks with even a decent chance of success.
 

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Stalker0

Legend
Yes. If you have a party with a number of intelligent characters with the right proficiency, the group as a whole will have a much better chance of succeeding than just one.

But I take check difficulties as being how the average person-on-the-street would think of them, rather than my player's characters.


What did he roll?
I think he rolled 19 (with advantage). Cleric gave him a +4 with the guidance and he has a +7 bonus if I’m not mistaken (+4 int, +3 prof).
 


Stalker0

Legend
Ok, so tier 2. Proficiency is +3, even with maximum ability is +8... so still not even a 20 does it. They are at a point where a feat could double the proficiency bonus, so we'll go with that as well, making it +11. Now, they have a chance!

Guidance is +2 or 3 on average, a bard's inspiration (very limited uses) is +4 or 5, so together let's say +7 on average.

Now, you are up to +18. Give advantage and yes, you are at 70% (with expertise) or 50/50 (roughly, without expertise).

But, that assume a bard (with limited inspiration uses, granted short rest by that point) and guidance... oh, and the PC is no longer doing it alone...

Also, helping for advantage is not as easy as most people use it:

View attachment 254993

So, that means your PC "helping" also needs proficiency and maximum (or near it) ability and/or expertise to even have a chance. Otherwise, they can't help. If you have two such PCs in one group, with two PCs to do guidance (since it requires concentration) and/or a bard possibly expending two inspirations.

I don't know, IMO that is a LOT of ducks in a row. You mentioned your PCs are good at team-dynamics, but a lot of players aren't that well organized IME. I suppose if the DC comes up rarely, your group can handle it, but again a lot of PCs can't handle such tasks with even a decent chance of success.
I consider your definition of working together a bit stingy. The rules doesn’t say that the character has to be able to “succeed” alone, just attempt, and the example provided is having appropriate proficiencies. For example I often won’t let me players attempt a knowledge help unless they have that knowledge.

That said, considering how powerful help is, I think your definition is a reasonable curtail of its power, but I think that everyone ascribes to your restrictions.

Regardless my party also likes enhance ability for those times I won’t let them use help ;)
 


DND_Reborn

The High Aldwin
I consider your definition of working together a bit stingy. The rules doesn’t say that the character has to be able to “succeed” alone, just attempt, and the example provided is having appropriate proficiencies. For example I often won’t let me players attempt a knowledge help unless they have that knowledge.
Well, it would be sort of silly not to read it in my stingy way because frankly anyone can "attempt" anything... Making it possible for anyone to help anyone do anything.

A reading that they have to be able to DO it to attempt it means a lot less granting advantage all the time on pretty much every check.

For example I often won’t let me players attempt a knowledge help unless they have that knowledge.
My rule is proficiency. If you have proficiency in a skill or tool or whatever, you can help whether you could succeed or not.

I find it is a nice logical middle ground between stingy and to open readings. :)

Regardless my party also likes enhance ability for those times I won’t let them use help ;)
While that helps to a point, you still have to have a minimum bonus +10 so the nat 20 succeeds.
 



The DC aren’t too high, as the DM can set them freely.
In the OP case, the DM can simply state, no, Impossible, or a set DC, pretending unique circumstance that help giving a chance to effectively save the PC under the statue.
Nobody was there to see how really was crushed the pc under the statue, or even if he should have survived the initial impact.
 

DND_Reborn

The High Aldwin
I think the names accurately reflect the difficulty the numbers they are assigned to. If you are finding the DCs are generally too high in your games, lowering them by 5 across the board seems like a reasonable solution, but I don’t think you need to change the names of the difficulty categories.
So, I think the names are off by one level each.
  • Very easy should be 0. So simply you can't really fail unless you have penalties and roll badly.
  • Easy at 5 makes more sense IMO. With proficiency and/or a decent ability score, failure is very unlikely (if at all).
  • Medium at 10 is a bit challenging at lower levels, but at higher levels or with help/magic/expertise is not too bad.
  • Hard at 15 is starting to actually be hard. Lower levels have a reasonable chance to fail, and even higher level PCs can fail with a bad roll.
  • Very Hard at 20 means even someone with +0 has a 1 in 20 chance to succeed. It is a statistical anolomoly if such a creature does it and a lot of luck was involved. Lower levels have a chance, but aren't likely, and even high level PCs will find it challenging more often than not.
  • Nearly Impossible at 25 requires a high ability or expertise to even have a chance, and both to have a decent chance.
  • "Impossible" could be at 30 still, if it ever comes up... I've never seen it in use personally.
Doing the 5-point reduction or level-shift for the task titles is simple and helps IMO. I also like this because those levels of 10,15, and 20 compared to AC values make sense to me. At AC 20+ creatures (such as older, larger dragons) approach "nearly impossible".
 

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