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General Tabletop Discussion
*Dungeons & Dragons
Adapting Old Modules: Question About Level Ranges
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<blockquote data-quote="Li Shenron" data-source="post: 6820403" data-attributes="member: 1465"><p>You are right, and in fact the reason why I didn't mention anything about gauging the appropriate level of non-combat challenges, is that I am not at all sure there is a good way to gauge, but perhaps there is not even a need.</p><p></p><p>In older edition typically, the common idea was that every skill check DC need to be forcibly adapted to the PCs current level. However doing so <em>achieved nothing</em>, because while it affects the chances of success on a single task, the consequences on the story are what really matters, and they don't normally depend on the DC (except when you use degrees of success). IMHO in 5e there's a different <em>feeling</em> about non-combat challenges: that it is better to think of how they are part of the story, and use standard DCs based on narrative (e.g. type of lock to pick, type of wall to climb). In other words, it doesn't matter if you put an easy (DC 10) stone wall or an extremely hard (DC 25) ice wall against your level 5 party; what matters is what happens around that task (before and after), what is the penalty for failure or the benefit of success.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6820403, member: 1465"] You are right, and in fact the reason why I didn't mention anything about gauging the appropriate level of non-combat challenges, is that I am not at all sure there is a good way to gauge, but perhaps there is not even a need. In older edition typically, the common idea was that every skill check DC need to be forcibly adapted to the PCs current level. However doing so [I]achieved nothing[/I], because while it affects the chances of success on a single task, the consequences on the story are what really matters, and they don't normally depend on the DC (except when you use degrees of success). IMHO in 5e there's a different [I]feeling[/I] about non-combat challenges: that it is better to think of how they are part of the story, and use standard DCs based on narrative (e.g. type of lock to pick, type of wall to climb). In other words, it doesn't matter if you put an easy (DC 10) stone wall or an extremely hard (DC 25) ice wall against your level 5 party; what matters is what happens around that task (before and after), what is the penalty for failure or the benefit of success. [/QUOTE]
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Adapting Old Modules: Question About Level Ranges
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