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D&D Update: 2024 Rulebooks & Survey Results
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<blockquote data-quote="Chaosmancer" data-source="post: 9201979" data-attributes="member: 6801228"><p>Okay, it is a DC 17 strength check to burst rope, according to the PHB. How long do they state that check should take and how much danger do they state the PCs are in, so that if those factors change we know to change the DC? </p><p></p><p>In spells like Silent Image, it states that it takes an investigation check, DC equal to spell mod, to see through the illusion. Where in the spell do they state how long the investigation they are talking about lasts, and how much danger must the person by in, for that DC?</p><p></p><p></p><p></p><p>Its fine because I can always change the numbers to make it work? Feels like there is a fallacy named after that idea....</p><p></p><p></p><p></p><p>And the game can change. You are literally pointing to the problem, then saying it isn't a problem. The sweet spot for player satsifaction is about 2/3's. For the vast majority of skills player success is 1/4 to 1/2 LESS than the sweet spot. By a good degree. </p><p></p><p>And yes, this is a team game, but you aren't getting how this plays out in practice. If you have a party of four, you might have all 16 skills with someone proficient in them... but you won't have enough people for everyone's highest score to be a different ability score. Additionally, some scores and some skills are more useful than others. I can rely on the fact that perception is going to be useful in just about every adventure, but is Animal Handling? </p><p></p><p>And because of how abysmal the math is for doing anything you aren't specialized in, many of these skills end up being labeled as less useful or even useless. There are a dozen different articles ranking skills in how useful they are. So are you going to waste your few precious proficiency slots on something like animal handling or performance, when everyone is going to need stealth and perception at some point in the game? </p><p></p><p>And since 60% is the HIGH end, that means that a lot of these proficiencies, taken solely because they are attached to bad attributes that players were saddled with, are going be BELOW the satisfaction threshold.</p><p></p><p></p><p></p><p>I'm sure your players only failing on rolls when it matters is a great comfort to them.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9201979, member: 6801228"] Okay, it is a DC 17 strength check to burst rope, according to the PHB. How long do they state that check should take and how much danger do they state the PCs are in, so that if those factors change we know to change the DC? In spells like Silent Image, it states that it takes an investigation check, DC equal to spell mod, to see through the illusion. Where in the spell do they state how long the investigation they are talking about lasts, and how much danger must the person by in, for that DC? Its fine because I can always change the numbers to make it work? Feels like there is a fallacy named after that idea.... And the game can change. You are literally pointing to the problem, then saying it isn't a problem. The sweet spot for player satsifaction is about 2/3's. For the vast majority of skills player success is 1/4 to 1/2 LESS than the sweet spot. By a good degree. And yes, this is a team game, but you aren't getting how this plays out in practice. If you have a party of four, you might have all 16 skills with someone proficient in them... but you won't have enough people for everyone's highest score to be a different ability score. Additionally, some scores and some skills are more useful than others. I can rely on the fact that perception is going to be useful in just about every adventure, but is Animal Handling? And because of how abysmal the math is for doing anything you aren't specialized in, many of these skills end up being labeled as less useful or even useless. There are a dozen different articles ranking skills in how useful they are. So are you going to waste your few precious proficiency slots on something like animal handling or performance, when everyone is going to need stealth and perception at some point in the game? And since 60% is the HIGH end, that means that a lot of these proficiencies, taken solely because they are attached to bad attributes that players were saddled with, are going be BELOW the satisfaction threshold. I'm sure your players only failing on rolls when it matters is a great comfort to them. [/QUOTE]
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