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How do you set DCs?
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<blockquote data-quote="jgsugden" data-source="post: 9016894" data-attributes="member: 2629"><p>I use the DMG DCs as a guide:</p><p>[spoiler]Typical DCs</p><p>Very easy 5</p><p>Easy 10</p><p>Moderate 15</p><p>Hard 20</p><p>Very hard 25</p><p>Nearly impossible 30[/spoiler]Players do not need to roll if their bonus is within 10 and they have no pressure on them. I just give it to them. If they have assistance, they get that flat +5 bonus so they can achieve it if they are within 15 of the DC. If they are under pressure, they need to roll. </p><p></p><p>I only allow someone to offer assistance / aid if their ability bonus is within 5 of the one performing the task, or they roll and get within 5 of the DC.</p><p></p><p>A very easy task is something you only screw up if you are under pressure and get unlucky. An easy task is something most people do not screw up, regardless of training, unless they're under pressure. A moderate task is something that you often do not get right unless you have training - I think of it as entry level professional tasks. A hard task is something that an entry level professional would struggle to do, but a seasoned professional would handle with some effort and preparation, especially with help. A very hard task is something that seasoned professionals might try and fail, but might succeed at times. A nearly impossible task requires luck on top of great experience. </p><p></p><p>I often use DCs 12, 17, 22, and 27 for gradiants between the set DCs. A DC 12 (moderately easy) task is something that amateurs generally fail at, but you can do with a little training or natural skill. A DC 17 (moderately hard) task is something that a good entry level professional can do, but others fail. A DC 22 (harder) task is a difficult task for a seasoned professional. A DC 27 (brutal) task is something something that a master might attempt with lots of preparation.</p><p></p><p>[Edit in: Plumbing examples: Very easy - Replace TP in a TP holder. Easy task: fix a flapper valve in a toilet that has a caught chain. Moderately easy task: Change the length of the flapper chain to reduce how often it gets stuck. Moderate: Replace a fill valve in a toilet. Moderately hard: Replace a toilet. Hard: Replace a bathtub with a shower. Harder: Turn a closet into a bathroom. Very Hard: Build an aethetically pleasing bathroom with transparent walls, floors and ceilings. Brutal: Build a bathroom that doesn't require magic, emptying, sewage lines, septic tanks, etc... and is safe. Nearly impossible: Build a water clock that is accurate to the second and functions forever without maintanence. [Edit out]</p><p></p><p>I also have set DCs up to 40(!) for certain tasks that were meant to be impossible, but the PCs are high level experts receiving bardic inspiration, etc... An example of a DC 40 task that a PC made was done by a high level Expert in Arcana (+12) with a 22 Intelligence (+6) that had bardic inspiration (+d12) and guidance (+d4). His highest roll was potentially a 54, but expected result was 38 - this was an Arcana roll to figure out how to turn off an ancient construct without using magic - negating a major combat near the end of a campaign without using a lot of resources. </p><p></p><p>I do not think about the ability bonus of the PC attempting the task when setting a DC. That just makes the investment they put into their ability score irrelevant if I am offsetting the DC of the challenge by their ability score bonus. I'd rather they breeze through a challenge due to having invested in an amazing bonus.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9016894, member: 2629"] I use the DMG DCs as a guide: [spoiler]Typical DCs Very easy 5 Easy 10 Moderate 15 Hard 20 Very hard 25 Nearly impossible 30[/spoiler]Players do not need to roll if their bonus is within 10 and they have no pressure on them. I just give it to them. If they have assistance, they get that flat +5 bonus so they can achieve it if they are within 15 of the DC. If they are under pressure, they need to roll. I only allow someone to offer assistance / aid if their ability bonus is within 5 of the one performing the task, or they roll and get within 5 of the DC. A very easy task is something you only screw up if you are under pressure and get unlucky. An easy task is something most people do not screw up, regardless of training, unless they're under pressure. A moderate task is something that you often do not get right unless you have training - I think of it as entry level professional tasks. A hard task is something that an entry level professional would struggle to do, but a seasoned professional would handle with some effort and preparation, especially with help. A very hard task is something that seasoned professionals might try and fail, but might succeed at times. A nearly impossible task requires luck on top of great experience. I often use DCs 12, 17, 22, and 27 for gradiants between the set DCs. A DC 12 (moderately easy) task is something that amateurs generally fail at, but you can do with a little training or natural skill. A DC 17 (moderately hard) task is something that a good entry level professional can do, but others fail. A DC 22 (harder) task is a difficult task for a seasoned professional. A DC 27 (brutal) task is something something that a master might attempt with lots of preparation. [Edit in: Plumbing examples: Very easy - Replace TP in a TP holder. Easy task: fix a flapper valve in a toilet that has a caught chain. Moderately easy task: Change the length of the flapper chain to reduce how often it gets stuck. Moderate: Replace a fill valve in a toilet. Moderately hard: Replace a toilet. Hard: Replace a bathtub with a shower. Harder: Turn a closet into a bathroom. Very Hard: Build an aethetically pleasing bathroom with transparent walls, floors and ceilings. Brutal: Build a bathroom that doesn't require magic, emptying, sewage lines, septic tanks, etc... and is safe. Nearly impossible: Build a water clock that is accurate to the second and functions forever without maintanence. [Edit out] I also have set DCs up to 40(!) for certain tasks that were meant to be impossible, but the PCs are high level experts receiving bardic inspiration, etc... An example of a DC 40 task that a PC made was done by a high level Expert in Arcana (+12) with a 22 Intelligence (+6) that had bardic inspiration (+d12) and guidance (+d4). His highest roll was potentially a 54, but expected result was 38 - this was an Arcana roll to figure out how to turn off an ancient construct without using magic - negating a major combat near the end of a campaign without using a lot of resources. I do not think about the ability bonus of the PC attempting the task when setting a DC. That just makes the investment they put into their ability score irrelevant if I am offsetting the DC of the challenge by their ability score bonus. I'd rather they breeze through a challenge due to having invested in an amazing bonus. [/QUOTE]
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