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General Tabletop Discussion
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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4673795" data-attributes="member: 5143"><p>I think that's because there are 2 distinct reasons you want people to roll skill checks. One is for a psudo-simulation reason. You want to know how hard it is to jump over a pit or you want to know how hard it is to climb a wet ladder.</p><p></p><p>The other reason you want a DC is when the players want to attempt something that's not so common, very complicated, or that you always want to have a chance to fail(for thematic or plot reasons). You can't have static DCs listed for everything, there's just too many things you can do.</p><p></p><p>And sometimes, you just want a chance of failure. You want to know that the lock will be hard for the group and you don't know what their modifiers are.</p><p></p><p>Each of these reasons requires a different way of figuring out the DC. If the players just happen to want to climb a wall, you want to quickly know how hard it is. You don't care if its really easy or really hard, you just want an objective answer. If it's DC 5 and everyone can make it on a 1, don't bother rolling. If it's DC 30 and no one can make it even on a 20, don't bothering rolling.</p><p></p><p>Sometimes, you want to make a challenge that has an "average" chance of success for a party of their level and give them a benefit if they have a character who specializes in that skill and a disadvantage if everyone is below average in the skill(thereby rewarding those who choose to be good and giving a real disadvantage to those who choose to be poor). In this case you want to start with the DC and work backward.</p><p></p><p>Both of them are tools to be used in certain circumstances.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4673795, member: 5143"] I think that's because there are 2 distinct reasons you want people to roll skill checks. One is for a psudo-simulation reason. You want to know how hard it is to jump over a pit or you want to know how hard it is to climb a wet ladder. The other reason you want a DC is when the players want to attempt something that's not so common, very complicated, or that you always want to have a chance to fail(for thematic or plot reasons). You can't have static DCs listed for everything, there's just too many things you can do. And sometimes, you just want a chance of failure. You want to know that the lock will be hard for the group and you don't know what their modifiers are. Each of these reasons requires a different way of figuring out the DC. If the players just happen to want to climb a wall, you want to quickly know how hard it is. You don't care if its really easy or really hard, you just want an objective answer. If it's DC 5 and everyone can make it on a 1, don't bother rolling. If it's DC 30 and no one can make it even on a 20, don't bothering rolling. Sometimes, you want to make a challenge that has an "average" chance of success for a party of their level and give them a benefit if they have a character who specializes in that skill and a disadvantage if everyone is below average in the skill(thereby rewarding those who choose to be good and giving a real disadvantage to those who choose to be poor). In this case you want to start with the DC and work backward. Both of them are tools to be used in certain circumstances. [/QUOTE]
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