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General Tabletop Discussion
*Dungeons & Dragons
1s and 20s: D&D's Narrative Mechanics
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<blockquote data-quote="Flights of Fancy" data-source="post: 9668632" data-attributes="member: 7037975"><p>I thought you were talking about that part, but wanted to make certain.</p><p></p><p>The bonuses (i.e. proficiency+) are assumed. We don't use this if you aren't proficient or have a +5 ability. The way it came into being was through attacking. At 1st level, most PCs are +5, so if they roll 15, they hit AC 20. Very few games are going to have AC over 21, so it is a <em>very safe bet</em> that if you roll 15, you're gonna hit. At the other end, since the minimum AC is often 10 (often higher), a roll below 5 means you missed. So, it is also a safe bet that rolling 5 or lower fails.</p><p></p><p>Since most skill checks run in the 10-20 range as well, it works for those, too. In your example, Bobby at +8 <em>cannot</em> fail a DC 5 check so the DM would never even call for a roll--it would be pointless and a waste of time.</p><p></p><p>And to be clear, it is a "general rule of thumb" sort of houserule. Sure, sometimes it might mean someone makes a roll when technically they should have failed by 1, or fails a roll technically they should have made, but frankly it speeds up the game A LOT for our group--its purpose for being--so is actually a really good house rule.</p></blockquote><p></p>
[QUOTE="Flights of Fancy, post: 9668632, member: 7037975"] I thought you were talking about that part, but wanted to make certain. The bonuses (i.e. proficiency+) are assumed. We don't use this if you aren't proficient or have a +5 ability. The way it came into being was through attacking. At 1st level, most PCs are +5, so if they roll 15, they hit AC 20. Very few games are going to have AC over 21, so it is a [I]very safe bet[/I] that if you roll 15, you're gonna hit. At the other end, since the minimum AC is often 10 (often higher), a roll below 5 means you missed. So, it is also a safe bet that rolling 5 or lower fails. Since most skill checks run in the 10-20 range as well, it works for those, too. In your example, Bobby at +8 [I]cannot[/I] fail a DC 5 check so the DM would never even call for a roll--it would be pointless and a waste of time. And to be clear, it is a "general rule of thumb" sort of houserule. Sure, sometimes it might mean someone makes a roll when technically they should have failed by 1, or fails a roll technically they should have made, but frankly it speeds up the game A LOT for our group--its purpose for being--so is actually a really good house rule. [/QUOTE]
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1s and 20s: D&D's Narrative Mechanics
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