HeapThaumaturgist
First Post
My reasoning was actually to LOWER the DC on the average (in my game) check below the 15 mark. We have MDT saves outside of threat ranges ... on all crits, during the surprise round. At DC 15, those become quite lethal. DC 11, 12, 14 is somewhat easier for PCs to make.
25 points of damage in GT is huge.
It's very much a flavor issue, so yes, it's all joy on this side of the dice. Controlling the DC allows me to control a large part of the flavor of the game. As long as continuity and fun is had, I'm okay.
Setting a variable DC makes the true-MDT DC slightly higher, creates a real sense of threat to the PCs as damage/danger escalates. In a D&D game or combat-heavy GT game, it might be too much danger, but my point was to steer the PCs into considering options beyond charging the guys with greatswords.
In another game where damage outputs would be higher and PCs would be more apt to charge a fortified line, I might think of DC 10 + (DMG/5) to keep DCs quite low.
I think the DC is a great way for DMs to control combat flavor in their games.
--fje
25 points of damage in GT is huge.
It's very much a flavor issue, so yes, it's all joy on this side of the dice. Controlling the DC allows me to control a large part of the flavor of the game. As long as continuity and fun is had, I'm okay.
Setting a variable DC makes the true-MDT DC slightly higher, creates a real sense of threat to the PCs as damage/danger escalates. In a D&D game or combat-heavy GT game, it might be too much danger, but my point was to steer the PCs into considering options beyond charging the guys with greatswords.
In another game where damage outputs would be higher and PCs would be more apt to charge a fortified line, I might think of DC 10 + (DMG/5) to keep DCs quite low.
I think the DC is a great way for DMs to control combat flavor in their games.
--fje