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General Tabletop Discussion
*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2993887" data-attributes="member: 94"><p>Well maybe you should try being a little more <em>compliant</em> for a change. You know. <em>When it counts.</em></p><p></p><p></p><p></p><p>But at the same time, random locks shouldn't suddenly skyrocket to DC45 just because the normal "high quality" DC30 lock is beneath contempt for the hero. It isn't <em>realistic.</em></p><p></p><p></p><p></p><p>You've zeroed in on a problem with Tumble and Diplomacy that has long ago been corrected by the player base. I don't know many people who still use unopposed checks for either of these skills.</p><p></p><p></p><p></p><p>Whenever possible and practical, I agree. </p><p></p><p>If I really <em>needed</em> to challenge the party rogue with a DC45 lock, for example, and it was integral to the adventure-- penetrating a gnomish craftsman's lair, perhaps-- then I might set the DC based on the gnomish nemesis' Craft check.</p><p></p><p>That there exist DC20, DC30, DC35 locks really just means these are typical "craft" DCs achieved by locksmiths of varying skill.</p><p></p><p>But if I don't cap the Open Locks skill somehow, then eventually I reach one of two points:</p><p></p><p>1) Locks are made obsolete as a dramatic obstacle.</p><p></p><p>2) By coincidence, the heroes seem to tackle dungeons full of mastercrafted locks.</p><p></p><p>#2 is an instance of the world changing to accomodate the hero's existance-- almost the very antithesis of verisimilitude.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2993887, member: 94"] Well maybe you should try being a little more [i]compliant[/i] for a change. You know. [i]When it counts.[/i] But at the same time, random locks shouldn't suddenly skyrocket to DC45 just because the normal "high quality" DC30 lock is beneath contempt for the hero. It isn't [i]realistic.[/i] You've zeroed in on a problem with Tumble and Diplomacy that has long ago been corrected by the player base. I don't know many people who still use unopposed checks for either of these skills. Whenever possible and practical, I agree. If I really [i]needed[/i] to challenge the party rogue with a DC45 lock, for example, and it was integral to the adventure-- penetrating a gnomish craftsman's lair, perhaps-- then I might set the DC based on the gnomish nemesis' Craft check. That there exist DC20, DC30, DC35 locks really just means these are typical "craft" DCs achieved by locksmiths of varying skill. But if I don't cap the Open Locks skill somehow, then eventually I reach one of two points: 1) Locks are made obsolete as a dramatic obstacle. 2) By coincidence, the heroes seem to tackle dungeons full of mastercrafted locks. #2 is an instance of the world changing to accomodate the hero's existance-- almost the very antithesis of verisimilitude. [/QUOTE]
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