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Best practices for easy-to-run modules [+]
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<blockquote data-quote="EpicureanDM" data-source="post: 9802896" data-attributes="member: 6996003"><p>I thought of another potential idea.</p><p></p><p>In games like 5e where DCs are included in the text, I might put a probability percentage next to it. For example, I might write:</p><p></p><p>"It's a DC 15 Strength (Athletics) (60%) check to climb the cliff."</p><p></p><p>The 60% figure would tell the GM how likely I, the designer, think it should be for a PC to scale that cliff. The fighter in my personal 5e game might have a 60% chance of success thanks to their proficiency bonus and stats. Depending on the level of the adventure, I might assume that <em>most</em> PCs of the right level will have stats and bonuses that give them a 60% chance to make a DC 15 roll.</p><p></p><p>What that 60% figure does, though, is signal to GMs my intent behind setting the DC at 15. Every GM knows their own party and, in a game like 5e, should be able to calculate how many of their own PCs have a 60% chance to successfully climb that cliff. When the party comes to that cliff, the GM can decide whether to stick to what the design says or adjust it to fit their table. They can do that because I've given them insight into how my design takes the game's rules into account.</p><p></p><p>This is the kind of transparency we should be aiming for in order to improve how RPG scenarios are made.</p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 9802896, member: 6996003"] I thought of another potential idea. In games like 5e where DCs are included in the text, I might put a probability percentage next to it. For example, I might write: "It's a DC 15 Strength (Athletics) (60%) check to climb the cliff." The 60% figure would tell the GM how likely I, the designer, think it should be for a PC to scale that cliff. The fighter in my personal 5e game might have a 60% chance of success thanks to their proficiency bonus and stats. Depending on the level of the adventure, I might assume that [I]most[/I] PCs of the right level will have stats and bonuses that give them a 60% chance to make a DC 15 roll. What that 60% figure does, though, is signal to GMs my intent behind setting the DC at 15. Every GM knows their own party and, in a game like 5e, should be able to calculate how many of their own PCs have a 60% chance to successfully climb that cliff. When the party comes to that cliff, the GM can decide whether to stick to what the design says or adjust it to fit their table. They can do that because I've given them insight into how my design takes the game's rules into account. This is the kind of transparency we should be aiming for in order to improve how RPG scenarios are made. [/QUOTE]
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