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<blockquote data-quote="Libramarian" data-source="post: 6278638" data-attributes="member: 6688858"><p>I think the doors should be described as sturdy or made of oak, or locked or boarded up, but then the DM should come up with DCs for whatever the PCs want to do. Coming up with DCs in the middle of play is part of their job in Next and they'll be doing it a lot anyway, so why preset certain DCs? The DM guide in the playtest stuff says "it is up to you to set most DCs". So let them do that. It's not going to ruin the adventure if one DM says 12 and one says 10. I don't think it's the right purpose for published adventures to offer a different way of running a game for DMs who can't or don't want to run a "normal" game. That creates a dependency on published adventures in new DMs who start with them and makes them less useful for DMs who mix published and homebrew stuff or want to run the adventure with a different system or edition of D&D.</p><p></p><p></p><p>Yeah read-aloud text is the worst.</p><p></p><p></p><p>I think if that did happen, it would only happen once, because after the DM narrates the result of the roll and the player realizes the miscommunication, they would learn to be more clear about what they're doing in the future. I think as long as it's made clear throughout the game that the process for setting DCs is based on task resolution, not conflict resolution, DMs and players will naturally work out whether the PC is prying off the boards or breaking straight through. This process will become confused if the game implies that the DM might set the DC based on the PC's level, or the door's place in the narrative.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6278638, member: 6688858"] I think the doors should be described as sturdy or made of oak, or locked or boarded up, but then the DM should come up with DCs for whatever the PCs want to do. Coming up with DCs in the middle of play is part of their job in Next and they'll be doing it a lot anyway, so why preset certain DCs? The DM guide in the playtest stuff says "it is up to you to set most DCs". So let them do that. It's not going to ruin the adventure if one DM says 12 and one says 10. I don't think it's the right purpose for published adventures to offer a different way of running a game for DMs who can't or don't want to run a "normal" game. That creates a dependency on published adventures in new DMs who start with them and makes them less useful for DMs who mix published and homebrew stuff or want to run the adventure with a different system or edition of D&D. Yeah read-aloud text is the worst. I think if that did happen, it would only happen once, because after the DM narrates the result of the roll and the player realizes the miscommunication, they would learn to be more clear about what they're doing in the future. I think as long as it's made clear throughout the game that the process for setting DCs is based on task resolution, not conflict resolution, DMs and players will naturally work out whether the PC is prying off the boards or breaking straight through. This process will become confused if the game implies that the DM might set the DC based on the PC's level, or the door's place in the narrative. [/QUOTE]
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