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Daggerheart General Thread [+]
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<blockquote data-quote="zakael19" data-source="post: 9839332" data-attributes="member: 7044099"><p>I’ve been fiddling around with target numbers. I believe the general rule of thumb for success chance in 5e is 70%? Given how crits drive probability, assuming a +2 average modifier 13 should be our t1 setting. But if you wanted to make things a little harder for a non-primary stat / push people to get Help or use Experiences, 14 is probably the best.</p><p></p><p>Not sure if I should push up at T2 or Level 3, but the scaling of 13/15/17/19 is pretty in line with some of the environments, they just seem to keep things easier for T1.</p><p></p><p>The other option would be doing a 4e skill challenge thing and scoping an easy/standard/hard check by tier, probably like 10/13/16 for T1? I’m generally a fan of the 4e methodology of “make challenges on-par with tier of play and succeed automatically at what used to be hard” instead of static DCs. The Environmental scaling suggest this as well.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9839332, member: 7044099"] I’ve been fiddling around with target numbers. I believe the general rule of thumb for success chance in 5e is 70%? Given how crits drive probability, assuming a +2 average modifier 13 should be our t1 setting. But if you wanted to make things a little harder for a non-primary stat / push people to get Help or use Experiences, 14 is probably the best. Not sure if I should push up at T2 or Level 3, but the scaling of 13/15/17/19 is pretty in line with some of the environments, they just seem to keep things easier for T1. The other option would be doing a 4e skill challenge thing and scoping an easy/standard/hard check by tier, probably like 10/13/16 for T1? I’m generally a fan of the 4e methodology of “make challenges on-par with tier of play and succeed automatically at what used to be hard” instead of static DCs. The Environmental scaling suggest this as well. [/QUOTE]
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