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General Tabletop Discussion
*Dungeons & Dragons
A traditionalist at heart, a NEW mechanic I desperately want from 5e.
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<blockquote data-quote="JamesonCourage" data-source="post: 5953165" data-attributes="member: 6668292"><p>I used to handle this in a variety of ways, including simple Intelligence checks and the like (for things like how hard a pit might be to Jump over). I eventually got tired of it, and when I was finally transitioning to my new RPG (rather than just house ruling), I made a new skill: Assess.</p><p></p><p>You can roll an Assess check to determine how hard something might be. It looks something like this:[sblock][/sblock]</p><p>Now, obviously we'd have to tweak it a few ways to get what you want. We'd need to adjust for flatter math, we'd want it to be simpler, and we'd want a "is this too hard" gauge, rather than a "my character discerns a piece of information" tool (as much as I like the latter more than the former). So, it might end up looking like this:</p><p></p><p>So, we get something like this:</p><p>• So, the DC of those 2 kobold guards up ahead? Probably DC 12 (10 for likely easy, +2 for minimal interaction).</p><p>• The DC of Orcus out in the open? Probably DC 12 (10 for auto death, +2 for minimal interaction).</p><p>• The DC for a puny kobold (who is actually a polymorphed dragon)? Probably DC 12 (10 for auto death, +2 for minimal interaction).</p><p>• The DC for a description of a group of bugbears that a town wants you to take out at level 2? Probably DC 16 (12 for difficult challenge, + 4 for judging something with no real interaction).</p><p>• The DC to disarm that trap that releases toxic flammable gas which triggers the spark runes on the ground over the hollow pit (with spikes in it) that you're standing on? Probably DC 13 (11 for beyond their capability but they can get lucky, +2 for minimal interaction).</p><p></p><p>You can always tweak the math a little to get it where you want, but it gives you some mechanical framework to fiddle with and use, if nothing else. I, personally, prefer the "your character learns a piece of information (attack bonus, AC, or the like); how does he react to it?" more than this, but this is certainly simple (and I'm sure I'll get "it's too complicated" as a couple replies, too). Anyways, just a thought. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5953165, member: 6668292"] I used to handle this in a variety of ways, including simple Intelligence checks and the like (for things like how hard a pit might be to Jump over). I eventually got tired of it, and when I was finally transitioning to my new RPG (rather than just house ruling), I made a new skill: Assess. You can roll an Assess check to determine how hard something might be. It looks something like this:[sblock][/sblock] Now, obviously we'd have to tweak it a few ways to get what you want. We'd need to adjust for flatter math, we'd want it to be simpler, and we'd want a "is this too hard" gauge, rather than a "my character discerns a piece of information" tool (as much as I like the latter more than the former). So, it might end up looking like this: So, we get something like this: • So, the DC of those 2 kobold guards up ahead? Probably DC 12 (10 for likely easy, +2 for minimal interaction). • The DC of Orcus out in the open? Probably DC 12 (10 for auto death, +2 for minimal interaction). • The DC for a puny kobold (who is actually a polymorphed dragon)? Probably DC 12 (10 for auto death, +2 for minimal interaction). • The DC for a description of a group of bugbears that a town wants you to take out at level 2? Probably DC 16 (12 for difficult challenge, + 4 for judging something with no real interaction). • The DC to disarm that trap that releases toxic flammable gas which triggers the spark runes on the ground over the hollow pit (with spikes in it) that you're standing on? Probably DC 13 (11 for beyond their capability but they can get lucky, +2 for minimal interaction). You can always tweak the math a little to get it where you want, but it gives you some mechanical framework to fiddle with and use, if nothing else. I, personally, prefer the "your character learns a piece of information (attack bonus, AC, or the like); how does he react to it?" more than this, but this is certainly simple (and I'm sure I'll get "it's too complicated" as a couple replies, too). Anyways, just a thought. As always, play what you like :) [/QUOTE]
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A traditionalist at heart, a NEW mechanic I desperately want from 5e.
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