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How do you set DCs?
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<blockquote data-quote="DEFCON 1" data-source="post: 9026814" data-attributes="member: 7006"><p>This method is just as valid as any other. There's no necessity in having individual skill levels or DCs, because at the end of the day... all any of this comes down to is the party is creating a narrative and story as they do things.</p><p></p><p>And while the narrative and story can be perfectly viable, entertaining, and fun if everything they wish to accomplish happens without any issue... oftentimes it is the roadblocks that pop up and have to be worked around that lead to creativity and more entertaining action on the part of the players. The story becomes grander and more memorable based on the challenges and setbacks you had to fight to get to the end.</p><p></p><p>Any time a check of some type comes up, that's just a potential obstacle in the story's progression that the DM and group are inventing. And the type of check it is (like what skill is involved) just changes what the ideas of the group to get past said roadblock will be. A failed Athletics check will create different roadblocks and solutions towards moving forward than a failed Religion check. But all the granularity that games give to DMs and players to distinguish the different types of obstacles and the different levels or failures of success to get around them are there merely to help in the creativity of the players involved to come up with new and exciting drama in their story.</p><p></p><p>The narrative that will be created and improvised out of a sequence of a failed Stealth check, failed Arcana check, successful group Athletics check, Nat 1 on an Insight check, then a subsequent combat will be much different than a sequence of a failed Stealth check, successful Arcana check, failed group Perception check, successful Acrobatics check, then a Nat 20 on the Thieve's Tools check that ends up bypassing the combat altogether. But the specific numbers and DC themselves won't ultimately matter in the story, merely the results... so how any DM determines what mechanic they use to create those results is up to them.</p><p></p><p>That's why there are so many different RPG mechanics after all... they are all just different ways to determine the different types of invented obstacles and the degrees of success or failure to overcome them that the group at the table then creates a binding narrative and story around.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9026814, member: 7006"] This method is just as valid as any other. There's no necessity in having individual skill levels or DCs, because at the end of the day... all any of this comes down to is the party is creating a narrative and story as they do things. And while the narrative and story can be perfectly viable, entertaining, and fun if everything they wish to accomplish happens without any issue... oftentimes it is the roadblocks that pop up and have to be worked around that lead to creativity and more entertaining action on the part of the players. The story becomes grander and more memorable based on the challenges and setbacks you had to fight to get to the end. Any time a check of some type comes up, that's just a potential obstacle in the story's progression that the DM and group are inventing. And the type of check it is (like what skill is involved) just changes what the ideas of the group to get past said roadblock will be. A failed Athletics check will create different roadblocks and solutions towards moving forward than a failed Religion check. But all the granularity that games give to DMs and players to distinguish the different types of obstacles and the different levels or failures of success to get around them are there merely to help in the creativity of the players involved to come up with new and exciting drama in their story. The narrative that will be created and improvised out of a sequence of a failed Stealth check, failed Arcana check, successful group Athletics check, Nat 1 on an Insight check, then a subsequent combat will be much different than a sequence of a failed Stealth check, successful Arcana check, failed group Perception check, successful Acrobatics check, then a Nat 20 on the Thieve's Tools check that ends up bypassing the combat altogether. But the specific numbers and DC themselves won't ultimately matter in the story, merely the results... so how any DM determines what mechanic they use to create those results is up to them. That's why there are so many different RPG mechanics after all... they are all just different ways to determine the different types of invented obstacles and the degrees of success or failure to overcome them that the group at the table then creates a binding narrative and story around. [/QUOTE]
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